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Voices Guide 
To the 
S(juor 5 Coast 


In all our years of wandering, 

We never use up the splendid store. 

At each wonder and marvel pondering, 
As Faerun proudly presents us with more. 


— Revendar the Far-Traveled, 
“Rhyme of the Road,” 
Year of the Serpent 



Ded)c&TioH 

To Mike and Roxy Griffith— 

In hopes that your little one will join you in befriending Elminster 
and exploring corners of the Realms thus far hidden from us all. 

Qiedfts 

Design: Ed Greenwood 

Editing: Julia Martin 

Cover Art: John and Laura Lakey 

Interior Art: Paul Jaquays and Valerie Valusek 

Cartography: Diesel 

Typesetting: Angelika Lokotz 

Production: Paul Hanchette 

OThen Souticebooks )w This Series 

Volo’s Guide to Waterdeep 
Volo ’s Guide to the North 


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Monstrous Manual and the TSR logo are trademarks owned by TSR, Inc. 

All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. 
®1994 TSR, Inc. All Rights Reserved. Printed in the United States of America. 

Random House and its affiliate companies have worldwide distribution rights in the book trade for English lan¬ 
guage products of TSR, Inc. 

Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. 

Distributed to the toy and hobby trade by regional distributors. 

This material is protected under the copyright laws of the United States of America. Any reproduction or unau¬ 
thorized use of the material or artwork contained herein is prohibited without the express written permission of 
TSR, Inc. 


9460 


TSR, Inc. 
POB 756 
Lake Geneva 
WI 53147 
U.S.A. 



TSR Ltd. 

120 Church End 
Cherry Hinton 
Cambridge CB1 3LB 
United Kingdom 




CoKffeloTs 


Introduction . 4 

Volo’s Ratings System. 4 

The Sword Coast . 5 

The Coast . 6 

Baldur’s Gate. 8 

Hall of Wonders. 14 

Elfsong Tavern. 17 

The Blade and Stars. 19 

The Blushing Mermaid. 20 

The Helm and Cloak. 2 3 

Three Old Kegs.2 5 

Beregost.2 7 

Bowshot.3 1 

Candlekeep . 32 

Daggerford . 34 

Lady Luck Tavern. 37 

The Friendly Arm.3 9 

Gillian’s Hill.40 

Julkoun . 43 

Kheldriwer .4 7 

Lathtarl’s Lantern . 4 9 

Liam’s Hold.5 2 

Roaringshore .5 3 

The Broken Goblet. 5 4 

The Swordarm.5 7 

Trollclaw Ford.6 0 

Ulgoth’s Beard.6 1 

Warlock’s Crypt.6 3 

The Way Inn.6 5 

Zundbridge. 6 8 

The High Moor .7 0 

Dragonspear Castle.7 3 

Hammer Hall. 76 

Orogoth . 7 8 

Secomber . 7 9 

The Seven-Stringed Harp. 8 0 

The Singing Sprite . 8 3 

The Fields of the Dead . 8 6 

Boareskyr Bridge.8 9 

Durlag’s Tower.9 0 

Elturel . 93 

The Bent Helm . 95 

A Pair of Black Antlers . 9 6 

Gallowgar’s Inn. 9 9 

Phontyr’s Unicorn . 100 


GuIIykin .102 

Qheldin’s Mask. 104 

Scornubel . 105 

The Dusty Hoof. 109 

Far Anchor.110 

The Jaded Unicorn. 112 

The Raging Lion. 113 

Serpent’s Cowl. 115 

Soubar. 117 

Tempus’s Tears. 118 

Triel. 120 

The Backlands . 122 

Drawn Swords. 126 

Evereska . 130 

Greycloak Hills. 132 

Halfway Inn. 133 

The Marsh of Chelimber. 136 

The Well of Dragons. 137 

Xonthal’s Tower. 139 

Yarthrain. 141 

Sunset Vale . 146 

Asbravn . 148 

Berdusk. 153 

Corm Orp . 175 

Darkhold . 177 

Fendarl’s Gate. 180 

Hardbuckler . 182 

Hill’s Edge. 186 

The Tarnished Trumpet. 196 

The Happy Hippocampus. 198 

Hluthvar . 200 

Iriaebor . 202 

The Old Talking Ox. 207 

The Wandering Wyvem. 209 

Appendix I: 

Folk of the Sword Coast . 211 

Appendix II: 

Wards of the Sword Coast . 228 

Appendix III: 

Magical Items. 233 

Appendix IV: 

Index. 236 


5 























































































IsTCKobnaXlobo 

his guidebook is the 
next in my ongoing 
tour of the Realms—I 
assure thee all, gentles, 
that you’ll find no 
more diligent guide than your 
humble servant, Volothamp 
Geddarm. These last few seasons 
I’ve trudged, ridden, swum, sailed, 
and even flown from the icy wastes 
north of the Spine of the World to 
the hot, steaming jungles of the 
Shining South—and beyond—all in 
thy service, gentle traveler. I’ve been 
to places I thought were but legends, 
and seen sights stranger than magic 
ever showed me. I’ve seen fallen 
towers rise up into the sky again and 
had a solid road vanish under my 
feet when the moonlight shining on 
it failed. 

Volo’s Ratings System 

Pipes Tankards Coins Daggers 

(Inns) (Taverns) (Prices) (Alleyways, 

Courtyards, etc.) 

Worst ^ Unsafe 

{m 09 ii JJ | 

Be " er (^^ 000 tit Dansero,K 

{mm 0000 tilt JJJJ \ 

-MMM 00000 HUl 


Where’er you may wish to go upon 
the face of known Faerun, I have ven¬ 
tured there before you. When this 
guidebook proves of aid, I pray you 
look with favor upon the name of: 




Volo? Aye (sigh). He’s getting, I 
suppose, better. Ye needn’t tell folk I 
said that. 


& 



Ar 






The Sc vond CoasX 


or years, the lands 
between Waterdeep and 
bustling Amn have been 
thought of as the Empty 
Lands—a vast, inconve¬ 
nient stretch of wilderness folk venture 
into only to get from one place to 
another. Legends abound of grisly fates 
that befell unfortunate travelers at the 
hands of ores, trolls, hobgoblins (and 
worse!) said to infest the area in verita¬ 
ble armies. In recent times, dark evil 
has arisen in ruined Dragonspear Cas¬ 
tle, and the snakemen who inhabit the 
Serpent Hills are extending their patrols 
to menace folk far afield. As the mer¬ 
chant Falodel of Amn once put it, “The 
only reason to set foot in the Coast lands 
is to get down from a caravan wagon 
that’s going to make you a lot of coins— 
when it gets to someplace else.” 

The strategic, in-the-middle location 
of the Coast lands forces most overland 
travelers in western Faerun to visit 
them, ere long. The main caravan route 
to the Inner Sea from Amn to the south, 
and Waterdeep to the north, runs 
through the Sword Coast. Thanks to 
both human and bestial predators, the 
trip has always been dangerous—hence 
the name Sword Coast. Down through 
the ages, many folk have dreamed of 
founding a kingdom in the verdant val¬ 
ley hidden in the moors. A few have 
tried, notably around Daggerford and 
northeast of Beregost—but only tattered 
tales and well-hidden ruins remain of 
such glories today 


The Sword Coast is home to some 
important independent cities: Baldur’s 
Gate, Berdusk, Elturel, Hill’s Edge, Iriae- 
bor, and Scornubel. 

This guidebook directs the traveler to 
the things to see and good places to stay 
in the cities. I also mention craftfolk of 
note, landmarks, and places it is best to 
avoid, and discuss key landmarks in the 
sparsely inhabited, lawless wildernesses 
between the cities. Readers should note 
that these wildernesses are studded with 
many independent holds, castles, and 
self-styled baronies not discussed here. 
Those not traveling with a caravan in the 
Sword Coast are warned to hire escorts 
of armed, trustworthy adventurers. 

For convenience, I’ve divided this 
guide into five areas: the Coast, the High 
Moor, the Fields of the Dead, the Back- 
lands, and Sunset Vale. Isles off the 
Sword Coast, such as Mintarn and 
Orlumbor, are not covered in this work. 
May my words prove useful, and thy 
journey safe. 




5 





<5 



IMga 


The CoasT 


ane Hellar of Amn, the gangers, and kobolds are an ever- 
famous senior cartogra- present danger. Many stay in roving 
pher of the Merchants’ encampments, living off stolen live- 
League, once called the stock, and from such bases raid trav- 
coast between Water- elers, warehouses, and weakened 
deep and Amn: “[L]eagues upon settlements at will—particularly at 

leagues of lawless waste, home to night or in bad weather. Near the 

pirates and outlaws who feast on Troll Hills, in the broken tors known 

those who must go north or south as the Trollclaws, and in the vicinity 

while depending on the Sea of of the High Moor, trolls can be added 

Swords as their guide, keeping it in to this list of dangers, 
sight so as not to lose their way.” Zane On the other hand, game is plenti- 
was not far wrong, but the Coast ful for travelers throughout this 

today is also home to one of the two region. Grouse, bustards, rock doves, 

largest and most powerful cities in and other seacoast birds can readily 

the region, Baldur’s Gate. (Iriaebor, be shot, slung, or even brought down 
far inland, is the other.) From its gates with flung nets by those who can 
south to Amn, the Coast on either side move quickly and quietly. It is not 

of the Coast Way road is pleasant, ver- uncommon for a fat Calishite mer- 

dant farmland. North of the Chion- chant with a hand crossbow to get 

thar as far as the Way Inn, the land is three or four rabbits for an evening 

more sparsely inhabited and more meal while his servants tether, unsad- 

dangerous, but it serves as a hunting die, and water the horses. It is also, 

range for Waterdhavian nobles, one must always remember, not 

wealthy Amnians, and those who uncommon for three ores with a trip- 

must kill wild game to eat. snare and ready clubs to bring down 

Travelers are warned that lawless- that fat merchant just that quickly, 

ness is swiftly dealt with by ready, vet- and then dine on him and his rabbits! 

eran patrols in the lands held by the As long as safety is always kept 

nobles of Daggerford and in the farm- uppermost in mind, travelers can also 
lands under the protection of the expect to gather plentiful nuts and 

Pact, a common defensive agreement wild raspberries and enjoy delicious 

covering the lands along the Coast wild greens (if the greens are gath- 

Way from Baldur’s Gate to Amn. ered while young and tender). The 

Throughout the rest of the Coast, the Coast provides well for those who are 
traveler’s best protection is a ready patient stalkers and know where to 

blade and friendly magic close to look, whether they be traveler or fell 

hand. Brigands, goblins, dopple- beast. 



7 



Bdldm’ Gate 

This port city is both shelter and life¬ 
line for the folk of the Coast. It is the 
only place to buy many luxury goods 
and offers the discerning shopper 
the widest selection of goods any¬ 
where in the Sword Coast region— 
though usually at prices higher than 
those in Waterdeep or coastal Amn. 

Baldur’s Gate is a tolerant but well- 
policed city of merchants, and quiet 
business as usual is the general order 
of each day. Baldur’s Gate, Berdusk, 
Neverwinter, and Silverymoon are 
probably the safest settlements in all 
western Faerun. In Baldur’s Gate, the 
watch wears distinctive black helms 
with a vertical red stripe on either 
side, if you have problems. Not only 
are the members of the watch vigi¬ 
lant, enthusiastic, wise, and obser¬ 
vant, but the Flaming Fist Mercenary 
Company, over a thousand strong, is 
based in the city. Every tenth person 
or so is a member or a watch agent 
(well, spy) of the Fist, skilled in battle 
and within a breath or two of numer¬ 
ous armed allies. 

The visitor can freely stroll and 
shop. If you can’t carry all you buy, 
or need help to find your way, 
guides and porters can be hired at 
most street corners. These husky 
youths are known as lamp boys or 
lamp lasses because they carry 
lanterns at night to light the way for 
their patrons. 

LajodroaRlcs 

Baldur’s Gate curves like a great 
hand or crescent moon around its 


harbor. Crescent moon is the term 
used by its resident minstrels, who 
tend to be brassy-voiced tenors and 
delightfully smoky altos, depending 
on their gender, but hand describes 
it better. The fingers of the hand are 
the many docks and wharves that jut 
out into the harbor. A bridge from 
the western shore links the main¬ 
land with a rocky islet on which 
perches the old, massive Seatower of 
Balduran, which is used as a bar¬ 
racks, naval base, dungeon, and 
fortress. It has a full armory and cat¬ 
apults to battle hostile ships, and a 
massive chain can be stretched from 
it to the outermost wharf on the east 
side to bar the harbor to invaders. 

The harbor boasts no less than 
four dry-dock slips for boat building 
and repair, complete with ox-driven 
pumps. The shipping facilities, I’m 
told, are among the best in all 
Faerun. They feature modern ware¬ 
houses, movable lamps and cranes, 
and tight security. 

Around the harbor rises a 
crowded, but clean and prosperous, 
city. Everything is of stone and is usu¬ 
ally wet with either rain, sleet, or fog, 
depending on the time of day and sea¬ 
son. This makes the streets slippery, 
makes the musk and mushrooms Bal- 
durians grow in their cellars flourish, 
keeps the flowers and plants that are 
grown in hanging baskets everywhere 
green—and makes mildew and mold 
a constant problem. If it afflicts you, 
see Halbazzer Drin on Stormshore 
Street. He’s a gruff old wizard who 
has made his fortune with a spell that 
banishes mildew (12 gp per casting), 



and another that drives all moisture 
from things without harming them 
(10 gp per glamer). Despite fantastic 
offers of gold, gems, and magic from 
Calishite, Amman, and other inter¬ 
ests, he does not sell scrolls of these 
spells or reveal the incantations to 
others. 

Buildings in Baldur’s Gate tend to 
be tall and narrow, with slit win¬ 
dows located high up and covered 
with shutters to block winter winds 
and nesting seabirds alike. Tall 
among them rises the grandly spired 
ducal palace of the four ruling 
Grand Dukes, known as the High 
Hall. A place for feasts, court hear¬ 
ings, and administrative business, it 
boasts a dozen meeting rooms that 
all citizens can wander in and use to 
conduct business—unless someone 
else is already using them. To dis¬ 
courage the miserly from using 
these as permanent places of busi¬ 
ness, there’s a rule forbidding any¬ 
one who entered one of the rooms 
today from using it tomorrow. 

Not far from the palace stands the 
High House of Wonders, conse¬ 
crated to Gond. It is the largest of 
the Gate’s three temples. It is a per¬ 
ilous place for the curious; it has 
been the site of many an explosion 
and violent self-disassembly of 
sacred artifacts (which the faithful 
call apparati). Its spreading eastern 
wings face the Hall of Wonders, also 
on Windspell Street, where the more 
successful of Gond’s inventions are 
displayed to the public. 

The wrist of the gigantic hand that 
is Baldur’s Gate is marked by the Black 


9 



















Dragon Gate, or Landward Gate, and 
its surrounding sprawl of slums, pad- 
docks, cut-rate inns, and stockyards, 
all of which lie outside the city walls. 
Not far from the Hall of Wonders, near 
the Black Dragon Gate, and so near the 
wrist of Baldur’s Gate, is the Wide. 

This huge open space is the Gate’s 
market. It bustles by day and night, 
and is usually open spacewise only in 
the sense that there are no buildings. 
Temporary stalls, bins, sale tables, and 
the shoppers thronging to them usu¬ 
ally crowd shoulder to shoulder. Deliv¬ 
eries here are often made by tall, 
strong folk striding through the 
crowds with tall poles strapped to 
their chests or backs at the top of 
which, over an adult human’s height 
aloft, are cribs and crates full of goods. 


Prices are lower here than else¬ 
where in the Gate, but business is 
apt to be sharper. Among the more 
common vendors of silks, scarves, 
tobacco, and spices from the far¬ 
thest reaches of the Shining South 
are masters of tattooing and dis¬ 
guise, and several minor wizards 
who specialize in spells that tem¬ 
porarily arrange a client’s hair into 
intricate patterns, cause areas of the 
body to glow or to adhere to certain 
scraps of garment or pieces of jew¬ 
elry, alter skin and hair hue, and 
even cause scents to wax, wane, or 
move around the body—sometimes 
accompanied by radiances. These 
artisans come and go with the sea¬ 
sons—and, I’m told, the approach of 
creditors or bounty hunters acting 


10 







for far-off authorities. Among the every spring. The Gate does, how- 

more permanent of these artisans ever, have a custom of holding quiet 

are Lonthalin Mintar and Talessyr street chatter sessions known as cob- 

Tranth. ble parties in particular spots. They 

Outside the Wide, Baldur’s Gate are named after the cobblestones 

lacks colorful landmarks. The ever- that surface most of the streets, 

present damp discourages the use of These parties are always marked by 

banners, open shops, and the like. the use of rose-red torches—which 

Windowboxes support trailing flow- can be bought in several city shops, 

ers of all sorts. Strolling minstrels, notably Felogyr’s Fireworks (run by 

consisting usually of a singer playing Felogyr Sonshal) on Bindle Street— 

a lute or hand harp accompanied by set in wall brackets along the street 

a flutist who also carries a hand where the party is held. Baldurians 

drum and occasionally joins in on a frown on the drunken and de¬ 
chorus, provide another source of bauched. These open-air fests tend to 
color. The Gate has few formal festi- be tale-telling sessions, marked by a 
vals. The largest is the Breaking, clutter of barrels, crates, and stools 

commemorating the last passage of dragged into the street for folk to sit 
ice from the harbor approaches on while they talk. 



11 








12 







Bat duri’s GaTe 


1. The High Hall (ducal palace) 

2. The Wide (open marketplace) 

3. The High House of Wonders 
(temple consecrated to Gond) 

4. Hall of Wonders 

5. Elfsong Tavern 

6 . Seatower of Balduran 

7. The Lady’s Hall (temple of 
Tymora) 

8 . The Water-Queen’s House (tem¬ 
ple of Umberlee) 

9. Belltoll Street 

10. Black Dragon Gate 

11. Stormshore Street 

12. Bindle Street 

13. Windspell Street 

14. Sorcerous Sundries (shop and 
home of Halbazzer Drin, wizard) 

15. Felogyr’s Fireworks (shop) 

16. The Helm and Cloak (inn) 

17. Three Old Kegs (inn) 

18. The Blade and Stars (inn) 


19. The Blushing Mermaid (inn and 
tavern) 

20. Manycoins House (office of the 
Merchants’ League) 

21. Home and Office of Krammoch 
Arkhstaff, Sage 

22. Home and Office of Ragefast, 
Sage 

23. Home and Office of Ramazith 
Flamesinger, Sage Extraordi¬ 
naire 

24. Entrance to the Undercellar 

25. The Watchful Shield (shrine to 
Helm) 

26. Shrine of the Suffering (shrine to 
Ilmater) 

27. The Rose Portal (shrine to Lath- 

ander) 

28. The Unrolling Scroll (shrine to 
Oghma) 

29. The Counting House (money 
exchange) 


Those wishing to overindulge in 
drink and in the company of the oppo¬ 
site sex are directed to the Undercel¬ 
lar, a little-known, damp, dark warren 
of linked cellars entered just off the 
Wide, with exits to 10 alleyways or 
more, and to the Low Lantern , a ship 
that cruises the harbor at night while 
festivities are going on both above and 
below decks. Daring citizens like to 
celebrate their marriage nights in the 
rigging of this vessel while perched 
precariously aloft or hanging over the 
night-dark waves from various ropes 
and sail booms. I’ve haven’t rated the 
Undercellar or the Lantern because I 


haven’t tried them. The Undercellar is 
said to be reasonably priced but rather 
squalid and shady Many folk like to go 
masked when enjoying themselves 
there. The Lantern is said to be noisy, 
fun, and expensive, with drinks dearer 
than in some of Waterdeep’s haughti¬ 
est establishments. 

Baldur’s Gate is otherwise a pleas¬ 
ant but unremarkable city to stroll 
about in. Cats are everywhere— 
raised to keep down the shipborne 
vermin—but there’s nary a dog to be 
seen. Livestock and mounts are kept 
outside the city in order to ensure 
maximum cleanliness. 


15 





Hall of W oKtb&zs 

Museum and Shop 


This high-pillared stone hall displays 
the grandest glories of Gond to the 
faithful and the curious alike for an 
entrance fee of 4 sp. Its cellars con¬ 
tain replicas of the wonders on dis¬ 
play. These can be purchased by the 
very rich. Folk come from afar to see 
the marvels here. Many go away 
thoughtful, determined to devise 
similar artifices of their own and 
save themselves the awesome prices 
charged by the clergy of Gond. 

The PUce 

The Hall is dimly lit by stationary, 
enchanted glowing globes and is 
staffed by ever-watchful priests of 
Gond. It is crowded with gleaming 
mechanisms that represent the 
more successful (safest) inventions 
devised for the greater gloiy of Gond 
Wonderbringer, god of artifice, craft, 
and construction. The gleaming 
black double doors of the Hall—and 
of the High House, its parent temple, 
which faces it across Windspell 
Street—levitate in midair by the 
power of Gond. (The power of Gond 
in this case is actually extremely 
potent spells that can be canceled in 
case of attack, toppling the titanic 
slabs onto hostile folk who are trying 
to get in.) These doors on both 
buildings bear gleaming white, 
many-toothed wheels—the symbol 
of Gond — which turn about clock¬ 
wise slowly and continuously by 
themselves. 


The PnospecX 

The Hall has held many marvels over 
the years. Currently on display are 
many small devices and a few large 
pieces. Many of the small devices seem 
to be locks or strongboxes so devised 
as to look like something else, from 
goblets to statues to chairs. The larger 
items include a mechanical scribe, a 
steam dragon, a pump of Gond, an 
everlight, a fan chair, and a farseer. 
Unless one has been to the Hall, some 
or all of these items are undoubtedly 
unfamiliar, so I will attempt to 
describe them and their functions 
briefly A mechanical scribe is a hand¬ 
set type printing press. A steam dragon 
is a steam engine with fittings that ren¬ 
der it capable of moving large objects 
along a continuous path by means of 
pulleys, of pumping water, of operat¬ 
ing a lift up a cliff or wall by means of a 
continuous rope, of rowing a barge, 
and so on. A pump of Gond is a mus¬ 
cle-powered pump, worked by pedal¬ 
ing a flywheel, for use in farm 
irrigation and in filling bilges and 
reservoirs. An everlight is a system of 
self-filling oil lamps fed from a central 
oil tank. A fan chair is an adjustable 
reclining chair that can be rocked, 
operating a fan to cool the sitter. And, 
finally, a farseer is a seeing glass with a 
series of tinted and graduated glass 
lenses that enable it to be used for 
viewing tiny things up close, viewing 
sights as far away as the horizon, or 
focusing the heat of the sun so as to 
ignite or melt things. 

The visitor will be left alone to mar¬ 
vel over such things. Unless one tries 
to damage, move, or tamper with a 



device, or states a clear and serious 
intent to purchase, the priests are far 
too busy fending off ever-present, 
awe-eyed gnomes—who travel to the 
Hall daily to gawk tirelessly at the 
wonders there—to speak to visitors. 

The Prices 

The rating of the Hall refers to its 
entrance fee only. The prices charged 
for the replicas are another matter 
altogether. The devices on display in 
the main Hall are the work of priests, 
who duplicated original prototypes, 
and the originals aren’t for sale under 
any circumstances. The prices of repli¬ 
cas for sale are currently as follows: 


Locks: 5 gp to 50 gp, depending 
on difficulty of breaking or pick¬ 
ing, and what they’re hidden in or 
shaped as. 

Strongboxes: 10 gp to 60 gp, 
for the same reasons. 

Fan Chair: 50 gp to 300 gp, 
depending on design, size, and 
finish. Fan chairs are much in 
demand among nobles and the 
rich all over Faerun during the 
warmer months. 

Mechanical Scribe: 750 gp. 

Steam Dragon: 9,000 gp (fit¬ 
tings 1,000 gp extra, each). 

Steam Dragonet (small ver¬ 
sion of the Steam Dragon): 4,500 
gp (fittings 500 gp extra, each). 

Pump of Gond: 200 gp. 

Everlight: 400 gp for two 
lamps, plus 50 gp per additional 
lamp thereafter. 

Farseer: 250 gp. 



Ward, of the Wonderbringer Token 

The Hall also sells fine parchment in 
blank rolled scrolls (10 gp each) and in 
sheets 4 handwidths across by 10 in 
length (1 gp each). Those willing to wait 
a tenday after ordering (and prepaying!) 
can have a bound book of 50 parch¬ 
ment sheets for 100 gp. Books with 
gilded edges, with latches, or of differ¬ 
ent sizes take longer and cost more. 

TizxveLens’ Lone 

The temple is guarded by the magic of 
its watchpriests, by the stone 
gargoyle 1 adorning the roof, and by 
the ward tokens of the temple. All 
priests and persons authorized to 

^These gargoyles are neutral-aligned beings created 
by, and absolutely loyal to, the High Artificer of the 
temple. In all other ways, they are identical to the 
monsters widely feared by adventurers. 


IS 






enter the Hall bear ward tokens. They 
are necessary to avoid triggering the 
alarm and deadly defensive spells that 
guard the storage cellars of the Hall, 
the chains connecting each item on 
display in the main floor and balconies 
of the Hall to floor rings, and all parts 
of the temple across the road except 
the public worship areas. The faithful 
of Gond can protect both themselves 
and the consecrated areas from 
thieves, religious rivals, and other 
undesired intruders by touching a 
ward token to the body of such an 
undesirable while whispering or con¬ 


centrating on the words of Gond. 2 

The High Artificer or other High Ini¬ 
tiates of the Mysteries of Gond can 
cause a stolen ward token to explode 
from any distance, so long as its precise 
location is known or learned—by scry¬ 
ing or other magics, for instance. Acti¬ 
vated ward tokens of Gond unleash— 
while within the High House or the 
Hall of Wonders only!—an electrical 
discharge akin to a lightning bolt. Cer¬ 
tain doorways, window ledges, floors, 
and other strategic areas in the Hall 
unleash similar effects if entered by 
someone without a ward token. 


2 The “words of Gond” used to activate a token are a secret phrase. Priests of 6th level or greater need not speak 
it aloud. A successful attack roll is required to touch a mobile hostile being with a ward token. A ward token dis 
charge deals a target 4d6 points of damage per round, and a token can be used as often as desired, once per 
round. Clergy of Gond who are specialty priests of any level, or clerics of 8th level or higher, are taught a phrase 
that causes a ward token to activate when it is outside areas consecrated to Gond. A ward token can only be acti¬ 
vated on nonconsecrated ground three times (one round equals one activation) before it is destroyed. When com¬ 
manded to destroy itself, a ward token blasts apart with effects identical to a chain lightning spell. 


16 
























ELfsosjg Tdverzsj 

Tavern 


%%%% 

This tavern is the local watering hole, 
meeting place, and hiring fair for 
adventurers. A popular destination for 
pirates and outlaws on the loose in the 
Coast lands, it is a place the watch 
turns a blind eye toward, unless row¬ 
diness and battle erupt. Those wishing 
to fence stolen goods, hire unusual 
folk for unrespectable tasks, and hear 
tall tales of daring adventure often 
come here and stay late. 


The Place 

Decorated by a stuffed baby beholder 
over the bar (the smallest eye tyrant 
I’ve ever seen—not that I’ve seen man. 
Ill grant), this place is dimly lit by many 
wandering, blue-hued driftglobes, and 
is furnished with many stout, knife- 
scarred wooden chairs and tables, cur¬ 
tained off with tapestries that provide 
privacy. Gossips should beware, as this 
is visual privacy only.) The ground floor 
is devoted to a taproom that serves 
melted cheese sandwiches (spiced or 
unspiced, as you prefer), pickles, and 
fist-sized twists of dried herring—and 
drinks, of course. As you might guess, 
all the food is highly salted to make you 
drink more. 

Several dark, twisting stairs lead up 
to private meeting rooms that can be 
rented by the candle (the time it takes a 
short taper to burn down) or an 
evening. Those with enemies are 
warned that the dimness on the stairs 



has concealed many a seeking knife 
thrust or poisoned hand crossbow bolt. 

The PtiospecT 

This tavern is named for an unusual 
haunting—a ghostly female elven 
voice, heard from time to time 3 all over 
the establishment. It isn’t loud, but can 
be heard clearly everywhere, and is 
both beautiful and achingly mournful. 
It often moves hardened soldiers, who 
can’t understand a word of the archaic 
elven tongue used, to tears. Some, 
even though they have to drink away 
the melancholy it brings, come here 
solely in hopes of hearing it. The deaf 
and the insensitive are warned that 
anyone who talks, sings, or makes 
undue noise during the customary 
hush that falls over the tavern while 
the ghostly voice sings her sad lament 
is liable to be struck down with deadly 
speed by the nearest regular patron. 
Elves hearing the song for the first 
time are often stunned. By tradition, 
they are silently served a free tallglass 
of elverquisst by the bartender. 

A first-timer of any race and either 
sex who breaks down into tears upon 
hearing the song is usually embraced 
and comforted by the nearest regular 
patron. After hearing the song, the 
current owner of the tavern, the half- 
elven maid “Lady” Alyth Elendara, 
bought the place for 50,000 gp from an 
aging warrior who placed only one 
condition on the sale: that he be 
allowed to sit in the tavern all the night 
hours so that he could hear the haunt¬ 
ing song as often as he desired. The 


3 The voice is never heard more than twice in an evening, but usually at least every three nights, and never dur- 
ing the sunlit hours. 


17 





bargain was met, although the old man 
has since died. No one is sure just who 
the elven singer is—although it’s clear 
she’s singing a lament for a lover lost at 
sea—or how the haunting came to be. 
Some sporadic attempts by various 
clergy to banish the phenomenon have 
failed—and anyone foolish enough to 
try an exorcism today is likely to make 
the sudden sharp acquaintance of a 
bristling roomful of sailors’ blades. 

Patrons can—and are expected to— 
go armed when in the Elfsong, and the 
known rule is that all beings need to 
protect their own backs except when 
the sad lady’s singing. By tradition, 
music of any sort is not sung or played 
in the tavern. The ghostly lady has the 
entertainment to herself. 

The PnovexideK 

The fare, as aforementioned, is simple 
—open-faced malt bread and melted 
cheese sandwiches, sprinkled with dill, 
nutmeg, or powdered spices of your 
choice; whole pickles (heavy on the 


garlic); and handful-sized chunks of 
pressed, dried salt herring. Lady Myth 
also makes a thick stew that is beloved 
by many sick or chilled sailors. She 
keeps a cauldron on simmer all the time 
and throws all the food leavings into it, 
boils beef bones and assorted shellfish 
in it, and pours in all the wine dregs and 
soured ale. Some folk in Baldur's Gate 
swear by it, and visit the Elfsong just to 
drink a mug or bowl when they’d 
otherwise never enter a place where 
such rough and rowdy lowlifes drink. 

The Prices 

Me is 2 cp per tankard (large, battered 
pewter things, not meager cups), stout 
is 4 cp per tankard, and all wine (a small 
and anonymous selection is offered) is 5 
cp per tallglass. Rollrum (dark, licorice- 
laced drink from the Tashalar, with a 
cool, minty aftertaste) is 1 sp per flagon, 
and is an acquired taste—one that 
most seafaring patrons seem to have 
acquired quite well, thank ye. 

A11 servings of provender are 1 sp, 
except stew. This price only covers a 
mug of stew. A large bowl is 2 cp 
extra. Most patrons will find a serving 
of something is about half a meal. 

TizAvelens’ Lone 

Lady Alyth operates an unofficial bank 
for her patrons. Those who use this 
service are mainly sailors dabbling in 
shady business who’ve no safe place to 
hide their takings and no good reason 
for having made so much coin. 

Rumors abound of many wildly differ¬ 
ent places she hides the money and 
the ways she guards it, but inquiries 
on this topic are not welcome. 



The Blade awd Stans 

Inn 



This inn is named for its enchanted sign¬ 
board, looted from a ruined village in 
Amn after a long-ago trade war. It’s a 
large black sign displaying a curved 
saber held by a delicate, longfingered 
female human hand. The sign is 
enspelled so that stars wink and slowly 
drift around the blade over the dark sur¬ 
face. The inn itself is less exciting, but still 
a good, safe, clean, pleasant place to stay 


The Place 

The Blade is a long, tall building with 
attached stables and kitchens on one 
side and balconies opening out of upper 
rooms on the other. It rises four floors 
above the street, and its furnishings are 
clean and fairly new. There’s a small 
lounge off the front lobby for guests to 
meet citizens in, but it lacks a table. 


The PnospecT 

Service in the Blade is curt but swift Vigi¬ 
lant stairwatchers on staff keep track of 
guests’ comings and goings, discouraging 
street thieves and even dopplegangers, 
who are a growing though unreported 
problem in cities all over Faerun. Your 
stay is apt to be quiet and unremarkable, 
unless your demeanor makes it other¬ 
wise. Rowdy or reckless guests are firmly 
warned, once—and if something else 
happens, firmly asked to leave. 

The Przov&Kiden. 

Meals are served in guests’ rooms rather 
than in a dining room, so the fare is 
never better than lukewarm—but as it’s 




simple ale, bread, and fish, this is little 
loss. Bread can be ordered spread with 
herbed cheese or melted eggs (both sur¬ 
prisingly good). On cold nights, the pro¬ 
prietor, Aundegul Shawn, serves ruby 
cordial on request—a sweet, syrupy con¬ 
coction of cherries dissolved in sugared 
red wine. It’s nice, once you’re used to 
the rawness it leaves in the throat. 

The Prices 

Rooms, including bath, stabling and 
meals, are 3 gp per night. A guest can 
order three servings of food a day, but 
it’s always the same repast Cordial is 4 
cp per goblet. Ale is 3 cp per tankard. 

One tankard of ale is free with each 
meal, and a guest can purchase two 
extra a day—those requesting more will 
be told to find a tavern. 

TrzAvelerzs’ Lone 

Local legend says a female yuan-ti is 
walled up in the inn, frozen in midbattle 
by a desperate (and long-gone) wizards 
spell. When he dies, shell be released. 


IP 






The Blusblwg Meamrid 

Inn/Tavern 

m m cm 

The Mermaid is known up and down 
the Coast lands as a meeting place in 
which to conduct illicit business for 
folk who are dangerous or criminals. 

It is a noisy, brawling establishment. I 
can recommend it only to those who 
go well armed, know how to use their 
weapons, and bring lots of loyal 
friends with similar skills. 

The Place 

The Mermaid is a long, low, ram¬ 
shackle place with a confusing maze of 
wings, outbuildings, stockaded enclo¬ 
sures, and stables surrounding it on 
three sides—the better to give cover to 
those trying to approach or leave 
unseen, most Baldurians say. It has at 
least four levels of cellars—many 
more, some say—and rumors abound 
of secret passages, or even connec¬ 
tions to an underground stream or 
sewer connecting with the harbor. 

Rooms at the Mermaid are low- 
ceilinged, dingy, and apt to be fur¬ 
nished with mismatched pieces that 
have seen better days. In general, they 
are loot-and-salvage pieces that have 
seen heavy use since their installation 
here. The overall effect is of a rather 
dangerous but endearingly cluttered 
cellar, decorated with the flotsam of a 
hundred shipwrecks. 

The Mermaid is apt to be noisy 
throughout the night. Those who 


aren’t sound sleepers are advised to 
seek lodgings elsewhere. All rooms 
have iron bar shutters—if they have 
windows at all—and heavy wooden 
beam double bars on the inside. 
They’re there to be used, folks. 

The lobby is the only high- 
ceilinged room in the place, except 
the stairwell to the two upper floors. 
A life-size and crudely carved 
wooden mermaid hangs overhead 
above the reception desk. The nearly 
nude mermaid’s body is covered 
with a score or more shriveled and 
blackened severed hands. If asked 
about them, the staff will smile and 
tell you that they were — er, donated 
by folks who forgot to pay their 
bills. 4 The desk has its own trophy— 
a huge broad axe buried deep in the 
wood. Be warned that the axe can 
easily be snatched up out of the 
deep cleft it caused long ago and 
hurled with speed and accuracy 
across the lobby by the balding, 
bearded, hairy-armed clerk who 
looks like a walking cask! 

The PtiospecT 

The visitor will find in the Mermaid 
an astonishing collection of smooth¬ 
tongued, scarred old sea dogs nurs¬ 
ing drinks at all hours. Each one is a 
contact person for this or that cabal, 
thieving brotherhood, smuggler, mer¬ 
cenary band, fence, panderer, or 
other shady professional interest. 
Negotiations with such contacts usu¬ 
ally consist of a nasty grin and a case 


4 Elminster warns that these hands are actually animated crawling claws under the command of the desk clerk. 
They will fall, leap, bound, and scuttle around the lobby at his direction to battle the watch, intruders, or 
obstreperous guests. 




of temporary deafness until at least a 
silver piece is given them—where¬ 
upon they recall their voice, hearing, 
and manners, and inquire as to your 
own fortune. If pleasantries proceed 
as far as your requesting a need or 
desire for something or someone, the 
sea dog will examine the ceiling, tell it 
how much such information is likely 
to cost (1 to 5 gp, usually 2 gp), and 
slide over his empty tankard for pay¬ 
ment. Once he’s satisfied the coins 
you’ve dropped into it are of good 
quality, hell tell you what you want to 
know and arrange a meeting, or send 
you to a contact who can. I report all 
this secondhand, of course! 

A stay at the Mermaid is apt to be 
quite safe, so long as one avoids 
battle and does nothing overly insult¬ 
ing or stupid. (Some sharp-tongued 
killers like to taunt and goad other 
guests to see if they can get a fight out 
of them.) The proprietors, who are 
unknown and never seen, have 
instructed their staff to make the 
House a relatively safe, neutral 
ground for all patrons, whatever 
their race, past, or profession. It’s 
better for business that way. 

The PRovewdeR 

Meals at the Mermaid are of two 
sorts: elaborate food, brought in to 
order from nearby eateries, and food 
prepared on the premises. The 
brought-in food is usually good and of 
generous portions, but not overly 
warm by the time it reaches you. The 
fare prepared at the Mermaid is of 
the simple but good and filling vari¬ 
ety, except for a truly vile salted small- 


fish stew. This stew consists of vari¬ 
ous rotting baitfish boiled with sea 
salt and seaweed, and even smells dis¬ 
gusting. Many sailors order only 
bread spread with drippings (crusty 
nutbread rolls with thick organ meat 
gravy ladled over them) or hand- 
wheels of cheese, but the Mermaid’s 
kitchen also produces a splendid 
pork, thyme, and mushroom platter. 

The most commonly ordered meal 
is ale, bread, and fish. Some patrons 
also like small squid pickled in vine¬ 
gar, which I find revolting from three 
rooms away! 

Sailors have prodigious appetites. 
It’s not uncommon to look across the 
dining room at the Mermaid and not 
see several diners. They’re entirely 
hidden by the roasts set in front of 
them! 

Whole roast pigs are another 
favorite dish. It seems most seafolk 
are sick of marine edibles by the time 
they reach land, but land-treading 
travelers and sailors long ashore 
often order literal heaps of oysters, 
clams, or mussels and attack them 
with a knife. Hairy-chested men 
(those foolish enough to risk diseases 
and parasites) often eat the shellfish 
raw—and a crazed few like to shell 
them alive from a saltwater basin and 
devour them still squirming! 

I managed to get a single (thank¬ 
fully more widely appealing in nature) 
recipe from the cooks, as is shown on 
the scrap on the following page. 

Beer at the Mermaid is sea ale 
(thicker and more bitter than most 
tongues find enjoyable), stout, and a 
light, golden-hued lager from 




flay 0 $ He fy4k 4kin4, phk 0 uf ad He 4*ale4 wr regain, and lay { 
edible pffrfignt in vinepar. 

4ef tn He fire a pgf gfa ted Mine, infg wfitf add a handful eatf gf 
ttutfed parlit, talf, and drapgnteye, a pintf gfr fanty, and gffer ferbt 
at debited[ <rtnnt ngf, mutf tavgr it Igtf in ffe bgi/inp-. 

id fen, He pgf it of a tolling boil, fake He jitf ^rm He v'mepat, ffe 
lor petf jp rtf, andplate ffem in ffe pgf. -fake guf wiff ft not tv fen ffe 
fletf gfo He fitf ritet infg bubbled, jgr ffen if it dgne. 

id file He h'tf btil, prepare ye a melf tkitlef gf buffer, infg tv fief 
tfir tlited andpgudered nuft, frruif peel, andpartley fe fatfe. 
id fen He fritf fat drained, plate a pgrfien »n a tervinp-ptoffer, 

<ur He melfed buffer aver if. derve wiffin a rinp-gfo tfellea 
gytfert and tf ipt gfr tfeete. 



Mintarn. No wines are available, but 
one can get whisky strong and smoky 
enough to strip paint or tar from 
wood. It brings tears to the eyes of 
most who drink it, and probably 
worse things to their insides! 

The Prices 

Rooms are 2 gp per night, stabling 
included. Food for mounts is an extra 
3 cp each. No tenday room rate or 
bathing facilities are available. 

All food and drink is extra. A platter 
of fish, bread, and drippings is 2 cp, 
and meat dishes are all 3 cp per plat¬ 


ter. Heaps of shellfish are 1 gp per 
serving, and whole roasts are 3 gp 
each. Ale is 3 cp per tankard, and 
whisky is 1 sp per tallglass (with no 
larger measure prices). 

TizAveXens’ Lone 

Predictably, fourscore tales of treach¬ 
ery, hidden treasure, secret passages, 
and trapped chests swirl around the 
Mermaid. It’s impossible to tell how 
many are pure fabrication or have 
grown wildly in the telling. Stolen or 
illegal items are definitely hidden 
quickly and well here for a fee. 5 


5 Elminster says people—willingly or unwillingly—can also be hidden, Hidden rooms cost twice what regular 
rooms do, are windowless and buried deep to keep sounds to a minimum and discourage escape attempts, and 
come with manacles (if ordered). Gags, “hoods” (solid-face metal helms), and double forearm-and-fmger clamps 
can be ordered if one wishes to confine a wizard. Elminster doesn’t recommend the practice. 


11 




The Helm anj< 3 Cloak 

Inn/Feast House 


* % % % % 

&<?&&& 

This grand inn, rooming house, and 
feasting house is favored by those 
who’ve lots of coins to spare—both 
citizens of the Gate, who enjoy the 
dining room, and travelers. There’s 
even a floor of long-term rental 
rooms. Most of these are currently 
occupied by members of the Knights 
of the Unicorn, romantic adventurers 
described by a regular patron as ele¬ 
gant buffoons. 

The Helm is the fashionable place 
to dine and chat, much favored by 
those of power. Many an important 
business deal or alliance has been 
negotiated in its luxurious alcoves. 


The Helm avoids the haughty and 
gaudy unerringly choosing the best 
of informal good taste, traditional fur¬ 
nishings, and thoughtful service, such 
as a warmed robe and slippers 
brought to your room when you’re 
heard to rise in the morn. 

The Place 

The Helm is actually two connected 
buildings. The smaller is an old house 
fronting on Windspell Street at the 
crossroads facing the Ducal Palace. 
The larger structure is an old room¬ 
ing house that faces the High House 
of Wonders. A tattered cloak hangs 
displayed over the old rooming 
house’s raised porch, whereas a 
gigantic helm—once worn by a titan, 
senior staff tell guests who ask, albeit 



23 










dryly—overhangs the Windspell 
Street doors. 

The Pnovetoden 

Food at the Helm means jellied eels, 
fresh fish in hot lemon sauce, glazed 
and stuffed fowl, and fried and can¬ 
died meats. The fried onion-and- 
spiced-tubers stuffing is especially 
delectable. It’s all cooked in wine, 
served by the platter, and is uni¬ 
formly fine. 

The wine cellar is huge in both 
amount and variety. Those with a 
taste for Saerloonian glowfire are 
warned that the resident Knights are 
apt to order entire barrels of the 
stuff up to their rooms of evenings. 
Ask early to make sure there’s 
enough for your glass. 

There’s also mead (veiy ordinaiy) 
and cinnamon-spiced milk available 
(hot or cold, as you prefer), but no 
beer of any sort to be had. “We’re not 
running a tavern, mlord,” one of the 
senior servants said to me, when I 
inquired why. 

The Prices 

Mead and milk are 5 cp per glass, 
and wine is 3 gp per tallglass, 10 gp 
per great goblet (a huge silver flagon 
that holds about a bottle), or 25 gp 
per hand cask. The Knights pay 50 
gp per barrel, but anyone else trying 
to order such a large container will 
be told that only long-term residents 
are allowed to place such demands 
on the cellar. All platters are 10 gp. 
Rooms are 17 gp to 25 gp per night, 


depending on size and location. The 
room fee includes a hot bath, a 
cloth-mending and dressing service, 
and as much mint water as desired. 

Stabling is extra, and costs 3 gp 
per night per animal—but the 
hostlers are among the finest in 
Faerun, able to spot and treat 
injuries and conditions, and atten¬ 
tive to a beast’s every want. Think of 
it as a luxury stay for your mount 
when you pay for it, and the coins 
leave your hand more easily. Of 
course, you wouldn’t be here at all if 
you didn’t have the shining metal to 
spare. 

TizAvehens’ lone 

The house part of the Helm was 
once the home of a priestess of 
Sune, and its ceiling paintings of 
scenes of unbridled pleasure and 
passion have raised more than a few 
eyebrows. These paintings still cause 
lamps to be lifted today by those 
who’d like to get a better look—so as 
to elevate their brows farther. There 
are persistent rumors of elegantly 
furnished garret chambers reached 
by secret passages, but the staff 
refuses to answer queries on this 
subject. 

It is true that the staff has quickly 
hidden notorious guests on several 
occasions—guests that in some 
cases were never seen again. 6 The 
rooming house part of the Helm has 
some treasure rumors, too (the hid¬ 
den loot of retired pirates, of 
course). 


°Elminster hinted slyly that the hidden chambers sport some magical tapestries, containing gates leading to 
(unknown) places elsewhere in Faerun. 




Thriee Old Kegs 


Inn 


1 

& & & 


This cozy timber-and-stone inn has 
three old kegs hanging from a roof- 
pole on chains rather than a sign¬ 
board. Those bold or whimsical 
enough to enter in and stay will find 
one of the best inns in all Faerun. 
Everything is comfortable and a little 
shabby, but the staff is quietly 
friendly. Patrons are encouraged to 
take their ease all over the ground 
floor and the one above. It feels like 
you’re at home—assuming, of course, 
your home is a place where you can 
read or snooze at will, feet up on 
cushions as you lounge about in 
comfy old chairs and couches: Bliss! 


The Place 

The Kegs has two levels of fieldstone 
cellars and two fieldstone floors 
above them. The uppermost cellar is 
given over to gaming rooms and con¬ 
nected to the ground floor by no 
fewer than three open staircases. The 
two uppermost floors (for six total 
floors) are timber, topped with a slate 
roof. All floors of the place are con¬ 
nected in one corner by a dumb¬ 
waiter shaft large enough for two folk 
pressed together to stand on the plat¬ 
form and ride up and down by 
pulling on the draw rope. This is 
much used by servants for quick 
travel up and down—and occasion¬ 
ally by patrons for pranks and quick 
exits. On at least one occasion, it has 
been used for murder: A patron in an 
upper room was noosed by a foe and 


then hurled down the shaft! Tales are 
told of the apparition of his hanged, 
dangling body, face a bare skull, being 
seen in the shaft late on dark nights— 
but such tales are usually told by 
those who’ve had a bit too much to 
drink. 

The PnospecX 

The Kegs is a cozy place, furnished 
with old furniture from a dozen 
keeps and many simpler homes. The 
dusty heads of trophy elk and crea¬ 
tures of the deep hang on the walls, 
crowding for space amid old and 
faded paintings of elven hunts and 
human knights battling dragons and 
each other, or courting various maid¬ 
ens. Where there aren’t paintings, 
there are bookshelves crammed with 
old diaries, travel books, collections 
of ballads and legends, and grand and 
overblown histories of heroes. 

Regular patrons snooze and read 
the days away, rousing themselves 
from time to time for a glass of wine, 
mug of broth, or a game of dice, 
cards, or shove-skittles. Both the wine 
and the broth are excellent, but they, 
along with ice water and dark and 
nutty malt bread, are the only fare to 
be had in the place. 

The thick beastskin rugs, panel¬ 
ing, books, and tapestries absorb 
sound. The Kegs is a quiet place. 

Come here for a reasonable and 
comfortable rest, a haven against the 
bustle of business or adventure. 

Patrons are asked to keep their 
weapons in their rooms, and not to 
bring drinkables in with them— 
inside or outside their bodies. 


IS 




Ilhlyl Calantryn 


Drunks often awaken in the morning 
to find themselves sleeping out back 
in the hay pile by the kitchen door. 

The innkeeper is a tall, quiet man 
with a mane of long, curly black hair 
and a sword scar that runs from his 
nose diagonally across one cheek. His 
name is Nantrin Bellowglyn, and he’s 
a Tethyrian noble’s retired guard who 
fled that land when its civil strife 
erupted and his lord was slain. He 
has a staff of four daughters and 
hired help: a bags boy, a hostler, and 
three serving wenches. These 
wenches were huntresses in Tethyr, 
and at least one of them, Ithtyl 
Calantiyn, is a sorceress expert in lev¬ 
itation and shielding spells. On more 


than one occasion, I’m told, she’s 
calmly hurled would-be thieves and 
troublesome brawling patrons bodily 
out of the inn—sometimes by way of a 
third floor window. 

The PnovesjdeK 

As I have said, the Kegs serves simple 
fare. Most folk go elsewhere for main 
meals. 

The Prices 

A stay at the Kegs costs you 5 sp per 
night per person, stabling included. 
Rooms for up to four folk are available, 
but there’s no discount for sharing a 
room. A plate of bread and as much 
ice water as one wants are included. 
More food and drink costs an extra 1 
cp per plate, and all extra wine is 6 cp 
per tallglass. The only other extra 
charge is for hot baths (3 cp per per¬ 
son). Cold baths and laundry service 
are included in room rates. 

Tiz&veLens’ Lone 

The Kegs is said to contain a secret 
passage linking it with a dockside 
warehouse and a sewer shaft that 
comes to the surface near the Black 
Dragon Gate. Somewhere along this 
passage is a lime pit where folk can 
quietly dispose of bodies (100 gp per 
corpse) by arrangement with some¬ 
one who can be contacted through 
Nantrin. 7 Adventurers and pokers- 
about-after-secrets had best not get 
on the bad side of Nantrin, it is 
rumored, or they may find them¬ 
selves “searching the pit while asleep,” 
as it were. 


7 Elminster smiled and said that someone was Nantrin himself, of course. 


















BeRegosT 

Tired travelers on the Coast Way 
between Baldur’s Gate and Amn often 
stop in Beregost. Beregost is located 
just off the road about a day’s travel 
on horseback south of where the Way 
of the Lion that leads to Candlekeep 
branches off from the Coast Way. It’s 
within reach of the northern borders 
of Amn. Merchants of that land often 
use it as a rendezvous for caravan 
assembly before attempting the per¬ 
ilous overland runs north to Water- 
deep or east to the Sea of Fallen Stars. 
As a result, this small town gets very 
crowded at unpredictable intervals. 

Begun as a farming village under 
the protection of a school of wizardry, 
Beregost is now dominated by the 
Song of the Morning, a major temple 
to Lathander. The mage Ulcaster, a 
conjurer of note, founded his school 
over 300 years ago—but grew too suc¬ 
cessful, attracting would—be wizards 
from all over the Sword Coast. Cal- 
ishite mages came to fear the school’s 
power and destroyed it in spell battle, 
though Ulcaster himself disappeared 
during the fray and was never found. 
The school burned to an empty shell, 
which still stands on a hill east of the 
town. Local fear of the ruins, which 
are said to be haunted by phantoms 
who are still able to cast spells, has 
caused Beregost to be expanded to 
the west of the Coast Way road, leav¬ 
ing the hills east of it to the sheep. 

Beregost has only one tavern. It is 
called the Burning Wizard, of course. 
It has no signboard, but the traveler 
can easily find it. It’s the building with 


the crowded hitching rail that stands 
just north of where the small rivulet 
known as Wizards’ Doom Creek— 
which rises on the hill where the 
ruins stand against the sky—crosses 
the Coast Way. That’s where I heard 
of the two chief dangers to the curi¬ 
ous and to young magelings hoping to 
gain spells or items who approach the 
ruins too closely. There’s a wizshade 
who hurls random spells at folk, 
sometimes appearing as a thin, 
wraithlike, impossibly tall, bearded 
man and sometimes just as a battered 
wizard’s hat. There’s also another 
wizard wraith—a haunt—who tries to 
lure folk into the depths of the ruin’s 
cellars and possess their bodies. Old 
villagers also speak of magical traps 
deep in the ruins and at least one gate 
that leads to unknown destinations. 
This last claim has been confirmed as 
truth by no less a pair of magical per¬ 
sonages than the Lord Mage of Water- 
deep, Khelben “Blackstaff Arunsun, 
and Elminster of Shadowdale. 

Beregost’s governor strongly disap¬ 
proves of explorations of the ruins. 
Although there is a five-person town 
council, the governor’s word is law in 
Beregost, and he is a tireless propo¬ 
nent of farming, starting up new busi¬ 
nesses, and improving the place. He is 
also Most Radiant of Lathander (high 
priest of the temple) Kelddath Ormlyr, 
and his temple troops police the 
town, keeping it safe so that trading, 
meetings, and spending at the shops 
are brisk. In this, he has two powerful 
allies: the wizard Thalantyr, a con¬ 
jurer of great repute who unfortu¬ 
nately wasn’t at home when I visited, 



and the smith Taerom “Thunderham- 
mer” Fuiruim. Kelddath has also suc¬ 
cessfully encouraged several 
important Amman merchants to 
establish estates around Beregost— 
notably the Craumerdaun family, 
whose fine horses (now bred here) 
are highly prized in Amn and Tethyr. 

The visitor today will find the fol¬ 
lowing local features of note. 

PLaces of IwTeResT 
)nj BeRegosT 
Temples 

The Song of the Morning 

This large temple to Lathander con¬ 
sists of a fortified church sur¬ 
rounded by stables, refectories, 
guesthouses, and outbuildings. It 
rises up right beside the east side of 
the road in the center of town, and 
its distinctive rose-red spires can be 
seen for miles. Its many clergy and 
200 lay-member militia assist local 
businesspeople and farmers, and in 
return the temple receives regular 
and large offerings. 

The servants of the Morninglord 
also tend temple fields of potatoes 
and herb flowers east of the road, 
and keep sheep on the slopes of the 
hill topped by the ruined school of 
wizardry. They keep them there 
ostensibly because these fields are 
more open to view than those of 
local farmers. The sheep are thus 
more easily watched, preventing 
theft and raiding beasts from rav¬ 
aging them. The real reason that the 
sheep are kept here is that the ser¬ 
vants of the Morninglord want to 


keep some control over expeditions 
into the ruins and to prevent uncon¬ 
trolled expansion of Beregost. (Over 
the years, various Amnian merchants 
have shown a distressing tendency to 
lay claim to all land within easy 
reach of the Coast Way that’s not 
strongly defended.) 

The folk of the temple are vigilant, 
and stand for no lawlessness or 
aggression, but are otherwise helpful 
to strangers. Those willing to give 20 
gp or more to the temple are wel¬ 
come to stay in its guesthouses for 
two nights. People may stay longer if 
they are sick or injured. Priests will 
tend them and won’t expect any 
more money, although most folk do 
give something. Temple fare is sim¬ 
ple but good, and baths and stabling 
are available. 

Homes 

High Hedge 

Northwest of the main settlement of 
Beregost stands High Hedge, the 
estate of Thalantyr the Conjurer. It is 
guarded by a fiercely loyal mated pair 
of griffons and by some sort of invisi¬ 
ble servant creature that has been 
known to spy and deliver things for its 
master right into town. Thalantyr is a 
courtly man who can sometimes be 
seen walking about the countryside, 
his long, black staff in hand. He’s had 
no apprentices for years and doesn’t 
welcome visitors. Locals say he’s 
interested in far-off places and things, 
and is sometimes absent for long 
periods. 

Those who’ve seen his abode say 
that it’s a dark, turreted stone house 




overgrown with pines and that he has 
his own fishpond behind it. Some¬ 
times he sits next to the pond and 
talks with something that stays just 
under the surface of the water. 


Shops 

Thunderhammer Smithy 
Armor Maker and Weaponsmith 

I I I I 

% % % % 

0 0 0 0 

Taerom “Thunderhammer” Fuiruim 
is a burly giant. His chestnut hair and 
mutton-chop whiskers are now shot 
through with gray and white, but his 
huge hands remain strong and deft. 
He is a master armorer, and his war- 
mongeiy equals the best in Faerun. 
On several occasions he’s made items 
for Thalantyr to enspell, and even 
dwarf smiths admire his work. 

Taerom keeps over a dozen appren¬ 
tices busy with all the orders that come 
his way (mainly from Amn). He fights 
with a huge iron staff and has been 
known to slay ores with a single blow, 
but is generally a quiet man. He is not 
given to leadership, but is respected in 
town more than anyone else. 


Tavokkis 

The Burning Wizard 

Hi 000 

This tavern is a bustling place, as 
favored by the locals as by visitors. 
Acolytes of Lathander are trained to 
keep lively conversations and enter¬ 
tainments going here, and even to 
gamble. (Any takings are donated to 
the temple, of course.) Traveling min¬ 
strels are always welcomed, stay for 


free, and are paid 5 gp per night atop 
that. No food is sold at the Wizard, but 
all three local inns keep runners here 
to go and fetch hot covered platters 
from the kitchens of their establish¬ 
ments. In winter, don’t expect the food 
to arrive veiy warm! This is a good lit¬ 
tle place, with several small rooms to 
stay in adorned with donated bric-a- 
brac from loyal regulars. It’s a delight 
to find enough cushions in a room to 
let one sit up in bed in comfort! 


Inns 

Feldepost’s Inn 


% % % 

0 0 0 

Named for its now-deceased founder, 
this is an old and comfortable place. 
Service is careful and kindly, if a trifle 
slow, but a room comes with a fire 
alight (except in hot weather), and a 
bath that is skillfully filled to one’s 
own taste in warmth by several old 
men of many smiles but few words. 
One can even request assistance 
bathing. All this makes the place a 
favorite with the elderly, and so 
makes for a quiet stay. 

The food is superior. Don’t miss 
the cheese and cucumber buns, or 
the onion and mushroom fireside 
tarts served to all by the hearth in the 
evenings. (The tarts are free if you’re 
ordering drinks.) The inn cellar 
includes an excellent sherry. 


The Red Sheaf 


$ s« 
% % € 
& & & 


Folk come to the Sheaf for fast ser¬ 
vice. This inn prides itself on getting 


29 




you to your room or to a board in the 
dining room as fast as possible. If the 
weather is cold or wet, you’ll find 
yourself in a warm house robe before 
a crackling fire just as quickly, with 
your wet things taken to the warming 
room behind the kitchen chimneys to 
diy on warmed stone shelves. 

Fare at the Sheaf is of the warm or 
cold soups, cheese and grapes, bread 
and spreads, and whole roasts variety. 
The cold potato soup is delightful, 
and carries the homey taste of onion 
and celeiy, along with a more subtle 
and indefinable seasoning that I was 
unable to pin down. Unfortunately, 
the roasts are either blackened to 
crisp ashes or—on the other side, or 
deep inside—near raw. The cooks 
haven’t mastered the slow fire yet, 


only the too-hot, too-quick one. 

This is Beregost’s largest inn and is 
favored by merchants wanting to hold 
business meetings or sit in quiet. 
Those willing to part with 7 gp for an 
evening can rent private meeting 
rooms with doors that lock, though I 
suspect there are spyholes in the 
serving passage that runs behind 
them all. Entertainer folk—minstrels 
and such—aren’t welcome at the 
Sheaf except as paying customers. 

The Sheaf provides no entertainment 
at all. 

Local gossip whispers that a secret 
passage at the back of the inn leads 
down to an old smugglers’ warehouse 
comprising caverns that were aban¬ 
doned when drow tunneled up into 
the caverns from below. They had to 
be dealt with by Thalantyr, who left 
some sort of magical barrier. 

The Jovial Juggler 



This inn is on the northern edge of 
town, on the west side of the road. Its 
huge roofboard depicting a laughing 
carnival juggler in jesterlike garb 
identifies it instantly from afar. It’s 
very much an average roadhouse, but 
young Beregostans love it—it’s their 
dancing and drinking club. It outpays 
Feldepost’s for minstrels and other 
entertainers, and there’s scarcely a 
night at the Juggler without some sort 
of loud revelry, complete with several 
oxen, hogs, and boars roasted whole. 
Thankfully, all of that’s confined to 
one wing, so patrons do get some 
sleep! 





BouoshoT 

This hamlet stands on the western 
side of the Trade Way, a half-day’s 
ride north of the Way Inn. 8 Named 
because it was just a bowshot away 
from the Misty Forest, it’s been a log¬ 
ging center for a hundred years—and 
it’s been so successful that the forest 
is now miles away to the east. 

Bowshot consists of the Bowshot 
Inn, a sawmill, six farms (two run by 
men who shoe horses as well as any 
smith), and almost a dozen home 
woodcarvers who turn out yokes, cof¬ 
fers, wheel spokes, tool handles, and 
whimsical carvings. The place 
deserves mention because of recently 
discovered caves beneath its western 
fringes. They are entered from the 
horse-well behind the inn, and by at 
least one cave mouth in the stands of 
trees north and west of the hamlet. 

The Bowshot caverns show evi¬ 
dence of connections to deeper sub¬ 
terranean areas 9 and of past use by 
smugglers. Some stolen goods were 
recently recovered from the caves and 
returned to their rightful owners in 
Waterdeep. With them were crates of 
ore very rich in silver, presumably 
mined in the deeps below the caverns. 

There’s local talk of hiring or 
inducing an adventuring company to 
dwell in Bowshot and mount a con¬ 
stant guard over the cavern 
entrances—and even of founding a 
company to mine and smelt silver in 
the depths, its workers protected by 



the hired adventurers. So far, no 
adventurers have agreed to such a 
defensive role. Many have come to the 
caverns and then moved on, talking of 
manspiders in the deep ways. 


PLaces of IwTeResT 
BouoshoX 

Shops 
Andalor’s Mill 
Lumber Mill 


Ulmyn Andalor is an affable, portly 
man with a curly white beard and a 
bald pate who goes about covered 
with sawdust. He runs an always-busy 
mill that provides Waterdeep and 
Daggerford with cheap, plentiful 
green lumber. A copper piece will buy 
three posts as tall as an adult human 
male, or five 3-hand’s-width boards of 
the same length. 

Inns 

The Bowshot Inn 


% % % 

9 & & 

This mediocre inn is a dim, chilly log 
structure that serves bad ale brought 
by the barrel from Waterdeep. The 
proprietor sells good hand crossbows 
for the traveler desiring self-protection 
and a little squirrel or fowl hunting. 
Eveningfeast here is usually a gummy 
stew made from those same squirrels 
or some wildfowl, and served with 
thick slices of adequate onion bread. 


8 Bowshot’s location is shown on the map in the entry on the Way Inn, later in this chapter. 

9 The existence of the caverns became widely known when a draw exploratory band emerged from the trees 
one night and ran straight into an encamped, but alert, armed caravan. At least two adventuring bands have 
descended into the far depths of the caverns and, thus far, have not returned. 


51 





CakJ&Lekeep 

This citadel of learning stands on a 
volcanic horn, or crag, overlooking 
the sea. It is a many-towered fortress, 
once the home of the famous seer 
Alaundo, and preserves his predic¬ 
tions along with all the written 
records and learning of the Realms 
that can be assembled. The price for 
any traveler to enter the Keep proper 
is a book. Those wishing to examine 
any writing in the Keep’s library must 
gift Candlekeep with a new tome of no 
less than 10,000 gp value. The monks 
of Candlekeep (who claim to be non- 
denominational, and call themselves 
the Avowed) also purchase certain 
books brought to them and even com- 



Inner Ward Token of Candlekeep 


mission agents in great secrecy to pro¬ 
cure writings they desire to possess. 
Those who wish to browse in the 
library must normally be sponsored 
by a known mage of power, so many 
books given to Candlekeep in payment 
are minor spellbooks. 

This community is ruled by the 
Keeper of the Tomes, assisted by the 
First Reader (the second in authority 
and traditionally the most learned 
sage of the monastery). There are up 
to eight Great Readers under these 
two offices, who are assisted by the 
Chanter, the Guide, and the Gatewar- 
den. The Chanter leads the endless 
chant of Alaundo’s prophecies that 
wends its way around the citadel day 
and night in continuous utterance of 
the sage’s predictions. He is spelled in 
this duty by three assistants, the 
Voices: the Voice of the North, the 
Voice of the East, and the Voice of the 
South. The Guide is in charge of 
teaching acolytes, and the Gatewar- 
den deals with visitors, the security of 
and supplies for the community, and 
with the clergy, who are regarded as 
honored guests rather than part of 
the monastery’s hierarchy. 

The citadel bears mighty, many-lay¬ 
ered wards that prevent anything from 
burning except wicks and wax, pre¬ 
vent the operation of teleportational 
magics and many other destructive 
spells, kill all molds and insects (such 
as paper wasps), prohibit the entry of 
bookworms, and have other, secret 
properties. Because of these wards 
candle lamps are often used, but no 
paper can ignite anywhere in the 
Keep. An additional ward, whose token 


32 



is shown at the far left, prohibits entry 
into the Inner Rooms except to those 
bearing a token. 10 The Inner Rooms 
are where the most powerful magical 
tomes are kept and where none but 
the Great Readers may go, except in 
the direct company of the Keeper or 
the First Reader. 

The central, highest fortress of the 
Keep is surrounded by a terraced 
rock garden of many trees, where nat¬ 
ural springs rise and bubble down the 
rocks in small cascades and pools. 
These beautiful grounds descend to a 
ring of buildings along the inside of 
the massive outer walls: guesthouses, 
stables, granaries, a warehouse, an 
infirmary, a temple to Oghma, and 
shrines to Deneir, Gond, and Milil. 

Except in cases of illness or when 
someone joins the order as an 
acolyte, no visitor can remain in Can- 
dlekeep for more than 10 days at a 
time, or enter the monastery less than 
a month after leaving it. Order in the 
Keep is kept by the Gatewarden’s five 
underofficers: four Watchers (who 
take turns patrolling the monastery 
and watching the land and sea 
around from its tallest towers) and 
the Keeper of the Portal (or gate 
guard), all five of whom have 12 
armed monks (all experienced war¬ 
riors) as assistants. These underoffi¬ 
cers are also said to wield magical 
rods and rings to enforce their will. 

Acolytes are robed in black. Seekers 
(full brothers) wear robes of mauve. 

The Seekers are the lowest monks. 


They do research and fetch and carry. 
Above them are the Scribes, who copy 
out works to order or compile books 
from various sources in the library for 
sale—the chief source of income for 
the community. (Visitors are forbidden 
to write in the library.) Over them are 
the Chanter and the Readers, from 
whose ranks the offices of the Avowed 
are filled (and who vote to fill vacan¬ 
cies). All the underoffrcers wear brown 
homespun, while holders of the high 
offices wear robes of various colors 
that bear adornments of gold thread 
and stripes of white. Only the Keeper 
of the Tomes can wear robes all of 
white. Travelers who enter the Keep 
proper clad all in white can expect to 
be stripped on the spot or cast out. 

The current Keeper of the Tomes is 
Ulraunt, a proud and haughty minor 
mage. It is well not to cross him. The 
traveler should humble himself to 
avoid doing so or try to keep out of 
the Keeper’s notice. Unfortunately, all 
petitioners who enter the central 
Keep must sit at Ulraunt’s left shoul¬ 
der for at least one eveningfeast meal 
and endure his searching questions. 
The current First Reader, Tethtoril, is 
often mistaken by visitors for the 
Keeper because of his intelligent, 
regal, and sensitive demeanor. 

Ulraunt rather resents this. 

Candlekeep has but one absolute 
rule: “Those who destroy knowledge, 
with ink, fire, or sword, are them¬ 
selves destroyed.” Here, books are 
more valuable than people. 


10 Tokens are built into the staves of office borne by the Keeper, the Gatewarden, and the First Reader. These are 
known as glow staves for their most-often-used power. If one fails to utter or think of a watchword when passing a 
ward boundary by means of a token, all bearers of other ward tokens are instantly made aware of the location of 
the ward breaching, regardless of where the other token bearers are on Faerun. 




DaggeRf ori& 

This self-styled city is really a town of 
about 300 folk that stands in the 
shadow of the castle of the Duke of 
Daggerford. Daggerford is named for a 
brave boy, Tyndal, sent ahead of his 
family wagon to find a place to ford the 
Shining River one evening some 400 
summers ago. He was set upon by 
lizard men, and—armed only with a 
dagger—slew six of them and held off 
the rest until reinforcements arrived. 
The dukes of Daggerford claim direct 
descent from Tyndal, and their arms 
display a bloody silver dagger on a 
deep blue field. 

The dukes of Daggerford claim all 
the lands from the estate of Floshin, 
south as far as the Dragonspear fields 
(the lands of Dragonspear Castle), 
east to the edge of the Misty Forest, 
and west to the verges of Lizard 
Marsh and the coast. They actually 
control far less—from about a half¬ 
day’s ride north of Daggerford, where 
their forces meet up with road patrols 
from Waterdeep at a little pond called 
Waypost Water, east to the hills 
around the Laughing Hollow, and 
south to the hamlet of Bowshot. 

These lands take in about 20 farming 
hamlets. The ducal lands are home to 
about 1,000 folk in all. 

The walled town is the largest stop 
on the Trade Way between Waterdeep 
and Soubar. Its largely wooden build¬ 
ings huddle in the lee of a hill 


crowned by Daggerford Castle, which 
is surrounded by a grassy commons 
and guards a bridge across the Shin¬ 
ing River. (The old ford’s still there, 
beside the bridge.) It is home to 
human craftfolk, a few halflings, and 
a handful of folk of other races. 

The townsfolk have a charter from 
the duke that allows their own Coun¬ 
cil of Guilds, a masked council styled 
after the Lords of Waterdeep, to gov¬ 
ern the town. All able-bodied towns¬ 
folk must serve in the militia, 
although only a small number are 
normally on duty. They spend most of 
their time on road patrols, though a 
close watch is kept on Lizard Marsh. 

Daggerford has temples to Chauntea 
and Lathander, and shrines to Tempus 
and Tyrnora. Chauntea’s temple is 
called the Harvest House, and it is gov¬ 
erned by Lady Priestess Merovyna. 11 
The temple of Lathander, Morninglow 
Tower, is under the supervision of 
Lightlord Liam Sunmist. 

The Ford is a busy trading town, 
doing a lot of trade in horses, cattle, and 
repacking for merchants and drovers 
who don’t wish to enter Waterdeep. 
Caravans are allowed to camp across 
the road from the town (next to the aro¬ 
matic tannery), and most merchants 
going into town to escape the smells 
will find the town ordinary indeed. The 
most splendid building in town is 
undoubtedly the Guildmasters’ Hall. It 
is surrounded by the no-nonsense 
homes and shops of folk who work 


u Merovyna is a LG hf P8, who administers 14 priests and about 30 lay brothers. 

Liam Sunmist is a LG hm P9. His temple stands beside the ducal castle, and the noble family are worshipers. 
The shrine to Tempus, the Table of the Sword, is administered by a strict warrior from Waterdeep, Baergon 
Bluesword, CN hem F5/P5. 

The shrine to Tyrnora, Fairfortune Hall, is run by Bando the Lame, a NG half-m P6. 




hard every day Few seem to look for 
more in life than the next silver piece! 

Carpenters work busily making 
chests and crates from lumber brought 
in from Bowshot, and no less than 
three smiths turn out everything from 
intricate locks to broad axes. There are 
several jewelers in town who can’t 
hope to compete with the great cutters 
of Waterdeep, but will eagerly buy any 
decent stones they can get from passing 
merchants or adventurers. 

The local militia, under the stone¬ 
faced Sherlen Spearslayer, is always 
hiring fighting folk, because their best 
swords are always being hired away 
by caravan masters, going off to the 
mercenary hiring fairs of Waterdeep, 
or trying their hands at adventuring. 
The militia is always busy patrolling 
the claimed ducal lands, and many 
youths and adventurers down on 
their luck have spent a season fight¬ 
ing brigands, lizard men, and the 
occasional predatory monster. 

Daggerford is also home to a 
retired adventurer-mage, Delfen Yel¬ 
lowknife, who dwells in a tower on 
the town wall and always has at least 
a trio of apprentices. He’s content to 
make a good living tutoring every 
wealthy Waterdhavian youngster who 
dreams of becoming a great mage. 

The youthful duke, Pwyll Great- 
shout Daggerford, is seldom seen in 
town. He’s either out hunting or in the 
castle planning how to defend the land 
he has and enrich his family and his 
people by shrewd investments. There 
are recurring plans to dredge the river 
and make Daggerford an important 
harbor, but I suspect the duke, like 


me, thinks there’s no point in trying to 
compete with nearby Waterdeep. 

A lot of travelers will probably stop 
in Daggerford at one time or another, 
using it as a base to explore Waterdeep 
from, so a few mentions of local estab¬ 
lishments may prove useful. There’s 
one tavern worthy of a visit, the Lady 
Luck, dealt with after the rest. 


PLaces of IwTeResT 
)n DaggeRfofcd 
Shops 

Derval’s Bright Blade 

Weaponsmith 


3 3 3 3 
% % % % 

This smithy is the best of the three in 
town. The human smiths Cromach 
and Wayfel are the others. Cromach 
does serviceable work, but “as shaky as 
Wayfel’s best” is a common local say¬ 
ing. The master smith at Derval’s 
Bright Blade, Derval Ironeater, is the 
head of a respected local dwarf family 
that has done most of the building in 
stone around town. Derval claims to 
make the finest swords, axes, and 
spear blades from Waterdeep to Bal- 
dur’s Gate, and his work is popular. 


Farrel’s Fine Jewels and Apparel 

Exotic Fabrics and Jewelry 

t i 3 i i 

% % % % % 

& & & 0 & 

This shop is the largest store in town. 
An outlet of a Waterdhavian trading 
company, it sells cotton, silk, rare furs, 
and thread imported from Calimshan, 
the Tashalar, and even more exotic 
regions—at prices even higher than 




you’d pay for them in Waterdeep. 

Farrel has an eye for matching hues 
and for resetting jewelry of dubious 
history. He buys and sells interesting 
gems and adornments of all sorts. His 
shop is worth a look if you’re too rich 
to care what things cost. 

Korbus's Jewels 
and Fine Ornaments 

Jeweler and Gem Appraiser 


The front window of this small shop 
almost always displays its long-nosed, 
wheezing owner, the gnome jeweler 
Korbus Brightjewel, hard at work on 
small, exquisite pieces of jewelry. As 
good as any Waterdhavian or Calishite 
finecrafter, he’s regularly visited by 
passing merchants eager to buy his 
latest earrings, pectorals, ornamental 
bracers, dangle garters, and jeweled 
belts and gloves. Locals say Korbus 
uses magic to give his work the strik¬ 
ing beauty it has. He’s expert at identi¬ 



fying gems—even magical ones. The 
nobles of Waterdeep keep him busy 
with special orders for their ladies. 


TaveRNS 
The Happy Cow 


« % % 
& & & 


This pleasant tavern stands just inside 
Daggerford’s northern gate, the 
Farmers’ Gate. It features blended 
beer made by the halfling owner, Ful- 
bar Hardcheese, that tastes like 
almonds, and excellent sharpcrumble 
cheese (lovely crumbly white stuff—3 
cp per handwheel) made on Fulbar’s 
family farm. The Cow caters to farm¬ 
ers, who sit here nursing tankards at 
all hours. Locals say Fulbar is a rich 
and successful adventurer who 
retired here not long ago. Fulbar says 
nothing about his past. 


River Shining Tavern 


% % % 

& <@ <@ 



This tavern is exclusive indeed, with 
prices to outstrip most establishments 
in Waterdeep: Stout is 1 gp per tankard 
and wine as much as 10 gp per tall- 
glass! The duke and many traveling 
Waterdhavian nobles have been known 
to eat here, and the tavern’s main hall 
serves as the meeting room of the 
Council of Guilds. By choice, some 
townsfolk only see the inside of the tav¬ 
ern when coming to Council meetings. 

Run by the Delimbiyr family this 
establishment claims to be Daggerford’s 
oldest tavern. It’s also the closest thing in 
town to an inn—for a few noble patrons 
of the loftiest position and wealth. 


36 





Laby Luck Tavcrzsj 

Tavern 


This two-story former warehouse 
caters to soldiers and adventurers. Its 
proprietor, Owenden Orcslayer, is the 
son of a man who was given the ware¬ 
house as a reward for slaying ores 
who’d killed the owners of the ware¬ 
house in a raid. It is a popular place 
for taletellers and funseekers alike. 
The preponderance of weapons in 
the hands of those who know how to 
use them makes for a relatively safe 
drinking spot, not a rough place. 

The Place 

Both levels of the warehouse have 
been opened up into a single lofty 
room, with balconies all around it at 
varying levels. Each balcony contains 
a booth for patrons and is linked to at 
least two other balconies by broad 
flights of stairs. The tipsy are advised 
to get down to street level before they 
become too drunk to safely do so. 
Every night someone falls or at least 
stumbles on the stairs. 

In the center of the taproom is a 
massive stone pillar bearing the 
weight of the ceiling. It has a ladder 
of iron hooks up one side. It is used 
to display the battered shields, per¬ 
sonal runes, or other mementos of 
patrons who’ve died in battle or dis¬ 
appeared while off adventuring or on 
a military mission. Any toast given in 
the tavern must include a salute to 
the pillar and the words: “To those 
who have fallen before us.” Those 


who brings in the relics of a fallen 
comrade are given a free drink of 
whatever they want. 

The walls of the tavern are hung 
with weapons, armor, banners, spit¬ 
ted beast heads, and similar trophies 
of battle brought in by various 
patrons. The most striking of these is 
the huge, mummified wing of a black 
dragon slain in a volcano. The heat 
baked and dried its outstretched 
wing, and when an adventurer—the 
lone survivor of the party that slew 
it—dared to return to the lair nine 
years later, he recovered not only the 
dragon’s treasure hoard, but the 
wing. It now hangs over the taproom 
like a soft black canopy, depending 
from the ceiling on eight stout 
chains. 

The PtiospecT 

This tavern is named for the goddess 
Tymora, patron of adventurers, and 
despite the memorial pillar, the 
expressed mood of patrons is always 
an enthusiastic “Dare everything!” and 
“Let’s be adventuring, then!” The 
entire northeast wall of the taproom 
is covered by a huge, splendid color 
map of the Realms from Calimshan to 
the Spine of the World, and the 
Moonshaes to Raurin. News and 
rumors of treasure finds, dragon 
sightings, and possible treasures are 
eagerly discussed, as are tidings of 
war from anywhere in Faerun. 

The Pizov&tod&K 

The Lady serves salted nuts, cheese 
on hardbread, 12 and sugared bread - 



i2 To us, hardbread is a rye cracker—or Scandinavian crispbread. 


57 





sticks. In winter, there’s also stew 
made of beef, game, parsnips, and 
fish. It’s thick, brown, greasy, and 
salty. If you’re chilled, it warms you 
up, and that’s about all the good I can 
muster to say of it. 

That’s all the food one can get, but 
most patrons come here because 
they’re thirsty, not hungry. Accord¬ 
ingly, the Lady offers bitterroot beer 
(a smoky, acquired taste), zzar, sheriy, 
and ale. 

The Prices 

All the food is 3 cp per serving and 
comes on wooden platters. Hungry 
people will need two servings. Drink 


is sold by the tankard or tallglass only, 
at Waterdhavian prices. 13 The wine 
list is meager, but from time to time 
merchants bring vintages from afar, 
and Owenden serves these wines as 
long as his stock holds out. These 
exotics often include rollrum (a dark, 
licorice-laced Tashlutan drink, which 
has a cool, clear, minty aftertaste), a 
favorite of many Sword Coast sailors. 

TriAveLetis’ Lone 

In the Lady, one drink always sits 
untouched on the bar. It’s for Tymora 
herself, should she enter. Woe betide 
the visitor who touches this silver 
goblet—ejection and a heavy 
enforced offering at the shrine of 
Tymora (Fairfortune Hall) are the 
least penalty. Visitors who object to 
this are likely to find a yard of steel 
through their middles in short order. 
Six people have so died, and more 
than a dozen have made offerings— 
but twice in Owenden’s time, the gob¬ 
let has been suddenly and silently 
wreathed in flame, and the wine 
within has vanished. Patrons believe 
Tymora herself drank with them. 

At least two wizards have hidden 
coins or magic somewhere in the 
Lady and then gone adventuring— 
never to return. One was said to be an 
illusionist, and the other was a trans- 
muter. A few people have tried to cast 
dispel magic on everyday tavern items 
on the theory that the treasure might 
be polymorphed or hidden by an illu¬ 
sion, thus far to no avail. 


13 Use the prices given in Volo’s Guide to Waterdeep under the Inn of the Dripping Dagger—or simplify to the 
following: ale, 1 cp/tankard; stout, 2 cp/tankard; mead, 3 cp; zzar, 6 cp; sherry, 7 cp; whiskey, 1 sp; and all wines, 1 
sp/tallglass. 




The Fniesidly Arid 

This walled hamlet located on the Coast 
Way several days north of Beregost con¬ 
sists of a stone keep (the inn) with stables, 
gardens, a horse pond, and caravan 
wagon sheds. It also features a few 
houses, a large meeting hall with a grand 
many-pillared entrance, and a temple to 
Garl Glittergold, chief god of the gnomes. 

The Friendly Arm was once the 
hold of an evil priest of Bhaal who 
was destroyed in undead form by a 
band of adventurers led by the gnome 
thief and illusionist Bentley Mirror- 
shade. Bentley set his comrades-at- 
arms to work renovating the keep, 
and it soon opened as a fortified 
waystop on the Coast Way in territory 
often endangered by brigands and 
raiding bands of ores, kobolds, bug¬ 
bears, and even trolls. Though these 
perils have lessened somewhat since 
the Arm was founded, the safe, clean 
inn is still a favorite stop. 

PLaces of IwTeResT 
)nj the Fritexidiy Arzm 
Temples 

The Temple of Wisdom 

This low building has interior walls 
studded with gems and gold nuggets. 
Guarded by many illusions, it is a tem¬ 
ple to Garl Glittergold, primary deity of 
the gnomes. Human worshipers, some 
of whom have dubbed the place the 
Shrine of the Short, are welcomed here. 


Inns 

The Friendly Arm 



Inside the walls of the Friendly Arm, 
peace is maintained by a common 
agreement among guests that this be 
one of the rare neutral havens in the 
Realms, by the magic and adventur¬ 
ing help might Bentley can call on, 14 
and by a rumor that some of the 
fetching human barmaids are really 
iron golems concealed by powerful 
illusions! I was unable to test this 
belief beyond learning at least one 
serving wench at the Arm has a grip 
like iron—before she threw me back 
out of the bedroom she was tidying! 
(Perhaps the inn was named after her. 
She did help me up out of the ruins of 
the hall table afterward.) 

The energetic, wise, and affable 
hosts of the Arm are Bentley and his 
wife Gellana, who presides over the 
temple. She wears a circlet of gems to 
signify her devotion to Garl Glitter¬ 
gold. The pair of them are kind, very 
perceptive, and could probably deal 
an Amnian merchant out of his last 
copper piece. 

The house they keep has large, 
airy rooms, and good, simple food. 
Everything is clean, cheerful, and 
uncrowded, unless there’s a meeting 
going on—for the Arm has become a 
favorite spot for business gatherings 
and neutral ground negotiations 
alike. 


14 There was a murder at the Arm recently, and the murderer was swiftly apprehended—with the magical aid of 
a mysterious cloaked man who some say was no less than Khelben “Blackstaff” Arunsun, the Lord Mage of Water- 
deep! There have always been rumors that Bentley could call on folk from afar and that some sort of gate exists in 
or near the Arm—perhaps in the cellars of the old keep. 


59 




QUUkj’s Hill 

This hamlet stands on the east side of 
the Coast Way a half-day’s ride south of 
Daggerford 13 and about as long a ride 
from Liam’s Hold. The community is 
named for a now-dead half-elven 
ranger of great beauty. Gillian Cantilar 
dwelt here in a long-vanished house 
atop a wooded knoll overlooking the 
road. Today, Gillian’s Hill is a grass-girt 
mount topped by a covered fire cairn 
used as a signal beacon to warn Dag- 
gerford of approaching enemy 
armies—from Dragonspear Castle or 
the Serpent Hills, presumably. 

Typical of a hundred or more small 
farming settlements in the Sword 
Coast region, Gillian’s Hill wouldn’t 
even be mentioned in this guide 
except for a surprisingly good shop 
there and a dungeon that has both 
lured many adventurers hither—and 
slain many. The dungeon seems to be 
a truly ancient human tomb—as old 
as Netheril, or older—where someone 
of magical power and political might 
was laid to rest. Just who was 
entombed here isn’t clear. The tomb 
was pillaged long ago—from the 
Underdark beneath it! The location 
now serves as a spell-guarded entry to 
the Realms Below. 

Unfortunately, those ancient and 
mighty binding spells originally set to 
stabilize and guard the tomb make it 
an ideal lair for creatures of the 
Underdark. About 20 winters ago, a 
band of illithids used it as a base from 


which they stealthily stalked and 
raided passing caravan merchants, 
controlling the minds of unfortunate 
victims to make them lure many 
others to a mindless doom. 

A brave band of adventurers 
defeated the mind flayers, but warned 
that the danger could well recur. It 
seems that an even greater evil has 
moved in: A Harper note was found 
recently on the slopes of the hill that 
said only: “Beware—Phaerimm! 
Spread the warning!” The writer of 
the note presumably perished 
beneath the hill, as no further news 
has come to light as to its authorship 
—or its subject. 

From the surface, the tomb in the 
hill can only be entered by wandering 
about until one finds the precise loca¬ 
tion of one of several invisible por¬ 
tals—snatch gates that whisk any 
person or object entering them into 
the heart of the hill. Egress is by the 
same method, although the exit spots 
inside the tomb are apparently differ¬ 
ent sites than the entry or arrival 
locales, and hard to find. 

Attempts to tunnel into the hill 
uncover stone walls that emit bolts of 
lightning 16 when exposed to air— 
bolts that continue to lash out until 
earth is thrown onto them, and 
they’re covered again! This magical 
lightning can easily stab across the 
trade road, imperiling all passing traf¬ 
fic. Several mages of power have tried 
and failed to remove the spells that 
cause this deadly effect. 


15 The location of Gillian’s Hill is shown on the map in the section on the Way Inn, later in this chapter. 

16 These effects are like two bolts of chain lightning, each causing 12d6 points of damage per round, when one 
translates Elminster’s description into AD&D® game terms. He added the dry admonition, “Leave this alone, if ye 
have any sense—but (sigh), ye won’t, will ye?” 




Places of ImTcrcsT 
)kj G)ll)aw’s H)LL 
Shops 

Torleth’s Treasures 

Oddities, Curios, Antiques, and Junk 

This shop is a large, ramshackle old 
barn that has been extended in ran¬ 
dom directions by diverse hands over 
many years so that its floor and roof 
change level often and alarmingly, 
and a forest of rough tree trunks 
studded with pegs that hold mer¬ 
chandise stand here, there, and 
everywhere holding the roof up. Cus¬ 
tomers can often be found wandering 
in bewilderment in the dimly lit 
aisles, searching for the way out. 


Torleth Mindulspeer is a tall, 
cadaverously thin man of dry wit and 
a gloomy manner. He delights in buy¬ 
ing old things, garbage out of ruins or 
abandoned buildings, and oddities 
dug up or brought back from the far 
corners of the Realms. Then he sells 
them to passersby. 

Want a dancer’s mask from the 
vanished realm of Valashar (now part 
of Tethyr)? A mirror that once hung 
in a Calishite harem—before some¬ 
one put a magical painting of a slith¬ 
ering snake on it that circles the glass 
by itself, moving constantly? Some old 
rope, stained here and there with the 
blood of adventurers? Some dusty 
wine bottles from a shipwreck, terri¬ 
bly old but contents unknown? A 
book in a language nobody seems 


41 








able to read? A stuffed wyvern head 
with one tooth missing? Some old 
court clothes from Calimport? Tor- 
leth will sell them to you—for what¬ 
ever low price you can both agree to 
shake hands on. It’s a place some 
adventurers refuse to pass without 
striding in for just a quick look 
around—a look that can last all 
morning, of course. 

On a recent visit, I found a 
scabbard that was once worn in 
Evermeet—now minus its gems and 
magic, of course, but still a splendid 
trophy. Thieves, bards, and actors get 
many of their costumes and props 
here, Torleth told me—and I believe 
him. 

There’s a tale told in Gillian’s Hill— 


among the stolid farmers, who lack 
an inn or tavern and gather of 
evenings when the weather’s good in 
each other’s orchards to smoke and 
share the contents of a keg rolled out 
of one of their cellars or bought from 
a caravan—of someone who found 
the crown of a barony in the Vilhon 
Reach lands in Torleth’s and bought it 
for 33 pieces of gold! There’s another 
about an artist’s sketchbook that con¬ 
tained a powerful spell written in 
code and scattered in the illustrations 
throughout the pages that a sharp- 
eyed wizard had for 11 gp. A third tale 
tells of a magical ring of resistance 
sold by Torleth for 4,000 gp that 
turned out to have several other pow¬ 
ers, such as the ability to emit an 
invisible sword blade that could cut 
magical barriers and the means to let 
the wearer jump. 

Such rings are called Harvyn’s 
rings according to Elminster, after the 
mage who devised them. There are— 
as far as Harvyn’s writings can be 
trusted—only six in existence, and 
their powers are considerable. 17 

Torleth also sells tents from armies 
that no longer exist, polearms 
gleaned from battlefields up and 
down the Coast, helms that fit giants 
and helms only a sprite could don, 
ship steering oars that are 50 feet 
long, teeth from dragons that aren’t 
much shorter, stone lions and 
weirder beasts from half a hundred 
demolished mansions, fading coats- 
of-arms (on shields, wall bosses, and 
surcoats) of forgotten noble families, 
coracles, and more. 


Details of this magical item, furnished by Elminster, appear in Appendix III of this guidebook. 






m 


JulkoubJ 

This village, once known as Shining, 
is upstream, or northeast, of the 
Laughing Hollow. It stands on the 
banks of the River Shining, or Delim- 
biyr. As it is located roughly halfway 
between the two, it looks to Dagger- 
ford and Secomber for supplies. 
However, it is home to farmers of 
independent mind. 

Julkoun, for whom the village is 
now named, gave the hamlet of 
Shining new importance some 80 
winters ago when he built a large 
stone mill and a shrine to Chauntea. 
Julkoun is long dead, but his grist¬ 
mill is, still run by his descendants 
and has been joined by a clothyard 
mill that produces whole cloth for 
sale in Waterdeep or Amn. 

This pastoral village of about 40 
homes holds busy farmfolk, pleasant 
gardens, low stone-and-stump walls 
and hedgerows, and many strong 
manure smells. Its grassy streets are 
often full of grazing goats, sheep, 
and cattle. Julkoun is notable for an 
inn of surprising excellence and for 
some interesting local legends. 

PLaces of IwTeResT 
Julkousj 
Shops 

Julkoun’s Old Mill 

Flour Mill (Gristmill) 


This huge, impressive stone mill and 
warehouse grinds, stores, mixes, 
and bags hulled or crushed grain, 


flour, and seeds. It is always busy, 
and employs over 60 folk, almost all 
of them descendants of Julkoun. 
Cats, kept to keep down rodents, 
and small sling-wielding boys, 
whose job it is to drive off birds, are 
everywhere, and the mill always has 
enough output on hand to sell a 
traveler a belt sack or enough 
human-sized sacks to fill six wagons. 
The prices aren’t below those else¬ 
where, but the product, carefully 
scrutinized by the mill staff, is “as 
good as Goldenfields”—and that’s 
high praise from Amn northward. 

The senior millers, Alaslagh 
Eljulkoun, Taunner Eljulkoun, and 
Irythyl Eljulkoun, sometimes buy 
nuts for blending, to make nut flour. 
Irythyl’s dark eyes miss nothing, and 
local rumors whisper that she’s a 
Harper. 


Shining River Mill 

Clothyard Mill 

% t i t 

% k ( f 

d» & if 

This barnlike wooden mill still looks 


new. Run by four millers for absentee 
Waterdhavian owners, it produces a 
coarse brown looseweave little better 


than homespun in appearance, but 
valued for its toughness, It’s often 
used as the base material for sacks or 


tarpaulins that are made prettier and 
more watertight by a layer of finer 
material. The mill also produces a 
finer, smooth gray material known as 
shimmersteel for its overall hue and 


habit of catching the light. It is much 
favored in the Coast lands for use in 


cloaks and hoods. 


45 



Bolts of cloth come out of this mill. 
Although the millers will sell scraps to 
passersby, they’re not tailors, and 
aren’t interested in selling small cuts 
or amounts for the making of individ¬ 
ual garments. Locals sometimes com¬ 
bine funds to buy and share a whole 
bolt of Shining River cloth. 

Inns 

The Jester’s Pride 

m mm 

This excellent inn is named for the 
Jester of Julkoun and is akin to a 
halfling hole or a druid’s roothouse 
in appearance. It’s dug out of a hill¬ 
side and planted over with a rock gar¬ 
den and rough stone walls. The roots 
of trees overhead curve across the 


ceilings, and many little round win¬ 
dows let in the light to the south. 
Dwarves, gnomes, and halflings all 
feel at home here, and those who 
don’t detest caves and damp, earthy 
smells should also enjoy the charm¬ 
ing tile-floored passages, which jaunt 
up and down in gentle slopes. The 
cheery service and luxurious furnish¬ 
ings should delight anyone—my 
chamber had a copper tub set into 
the floor, with piped hot water! 

The inn is run by the Yevershoul- 
der halfling family, who have found 
no less than six delightfully impish— 
and breathtakingly beautiful! — half- 
elven ladies to serve at the inn as 
chambermaids. They all give as their 
name “Elsharee,” and may in fact 
share that name for all I know. Some 






lonely merchants seem to arrange 
their travels up the Delimbiyr to 
include Julkoun just to see them— 
and I suspect that some of the odd 
folk I saw dropping by on several 
moonlit nights knew how to harp—if 
you catch my meaning—and were 
welcome here because of it. 

The Jester’s Pride underlies a 
wooded ridge that is surrounded by 
extensive herb and floral plantings. 
The ridge itself is crisscrossed by 
many meandering paths that link sev¬ 
eral little bowers with benches for 
guests to rest or relax in. By night, 
these sheltered garden refuges seem 
to find use both for romantic frolics 
and for somewhat shady business 
meetings full of code phrases, false 
names, and dangerous-sounding 
plans. Perhaps I was overhearing vis¬ 
iting adventurers—or perhaps there’s 
more going on in Julkoun than one 
might think. 

The Jester for whom the inn is 
named was a local thief-adventurer of 
mysterious powers. He seems to have 
been an acrobat of astonishing skill, 
and to have commanded exotic mag¬ 
ics. He disappeared some 20 summers 
ago, presumably coming to a sticky 
end, but until then enjoyed a colorful 
career of robbing rich merchants, 
nobles, and wizards who came 
through the area—and surviving! 

The Jester was a man of unusual 
height who hid his identity behind a 
jester’s mask. The bells of his head- 
gear were silent and were actually 
magical tokens of various sorts that 
afforded him lucky escapes on many 
occasions. Several of his victims 



hunted him with ready spells or many 
swords or both, and he somehow 
outfaced them and sent them fleeing, 
their hireswords slain and their plans 
shattered. (Tales of the Jester’s 
escapades come complete with furi¬ 
ous debates as to whether he was 
really the god Mask, a dragon in 
human shape, a Master Harper, a 
deranged archmage, or a mighty 
being from another plane.) 

The Jester vanished suddenly, leav¬ 
ing his lair—and whatever he’d man¬ 
aged to keep of the vast amounts of 
treasure he’d wrested from rightful 
owners—hidden. Unless someone’s 
found it since (and no hint of this has 
found its way into the local tales of the 
Jester’s daring), a king’s treasury’s 
worth of coins, gems, finely, and 
magic waits hidden somewhere near 
Julkoun. Some stories say the lair is 
elsewhere, reached via an invisible 
gate in midair above a local ruin or 
atop a local tor—an entrance revealed 
to an unintentional observer one 




T 


Tinned lecauoe, lachtnp a 3pd?one can uoe 
jout daMetUfe thxi* ndfcod ptepa/U* a tfao ojffood- 
iiapdptoundjowl (ot mote, tj tfce fold* aAe *maU) 
jot a hea/ttZj meal. Tlotethie u*e oj a tfiou^h. Tht* 
metal ladtn ojthie Swold Coa*t?land* can le 
Replaced it^ an invented helm, ot dueld on the t%ad 
(aMedTcluntiity), andi*an innovation tfoat?m/ote 
cook* tn tfce Tjsalm* would do well to adept? 
lake jf/Mt?at?lead?^^ <p*ad, otpat- 

ttid^e. C*t?ojj tfcevt neck* clean ouftkett inna/ld* 
and stun tfoem on a jait-d^/fd $pit?S**lme4jpe tn a, 
tZoupk oj old wo* mo, port?ot ihetty. Puttfoe neck* 
tn a *malipot?withl watet, a jew tpUunO oj *dt? 
and a, chop* oj wine, pott?lland*p ot fheidy. 

dachtinp thie*e, ij ypu> have leet, uoe only, tfcat? 
^ and rot?3al?not watet. Tlotl tfoe jowl tn tfoe 
j£jy^ tZovuph and reck* in tfceiA, pot?ovet a 
watnv, nd^lla^np, jiie Into tfce 


pot?a* d?waAan*, put?clove* and iaidn* ot ptape* 
(£a?kave witfoeted lad, otudhed almond* ot wal- 
nut*. choppedpnpe/t, and chopped onion* (ot let? 
t&t, leek*). 'When thii* teache* a tolling loti, covet 


ttZtn whenever t^e juice lullle* jotithi. To keep tfce 
jowl jtorw dlyfnp ouZwetnvuck, lade tfcem, jtony 
the pd?wheiem the neck* weAo lolled—ot lettet, 
pout the poToutTinto a, clean tfiouffh* and ‘toll the 
d^fonp opdrtn ttjtonn, time to time, putttnp it? 
lack ordtle'feomeo IdZbcen. 'Whenfeiotn wily- ot 

idlei. pMtfedU brio tie feio, fetch it~onF*odl n 
iwout Unde, tonfC, ol n jfeUntfe belwU Tholtodo 
Metier, done. ’fymore tlemfeom tlofeomeo end 
ent- tlem no boon no tle^ Me cool eoonfe, not to 


moonlit night by the Jester’s use of it. 
Some say the invisible portal is 
reached by leaping off a cliff or crum¬ 
bling parapet wall in just the right 
place—and that those who misjudge 
its location will plunge to their deaths. 

Whatever the truth about the 
Jester, 18 the inn that bears his name 
serves excellent food. I especially rec¬ 
ommend the fresh river trout on toast 
with a sauce of lemon, cream, and 
pepper, and the delicately prepared 
venison. Tables at the Pride always 
sport dishes of interesting relishes 
and sauces made on the premises. 
Some are fiery, but others are subtle 
delights—and approach the finest 


fare of the Elven Court, I’m told by 
elven friends. The wine cellar is excel¬ 
lent— I was astonished to find Saer- 
loonian Glowfire and the pale green 
wines of northern Calimshan (both 1 
sp per tallglass, or 3 sp per bottle) 
among the more usual winter wine 
and local vintages. 

I’ve included here a hearty recipe 
from the inn’s kitchens because of its 
usefulness to travelers on the trail 
everywhere in Faerun. Another trail 
tip from the cooks at the Pride: When 
reheating beef stew for a later meal, 
add some basil, chopped garlic, and 
chopped or crushed lemon or other 
fruit—berries will do—to liven it. 


18 Local rumors say the Jester has recently been seen again, upriver—but I was unable to find word of this out- 
side Julkoun. 


4 6 




Kh&L&Klvv&K 

This hamlet nestles between grassy 
knolls at the eastern end of the Troll 
Hills. 19 Once an isolated monastic 
community dedicated to the venera¬ 
tion of Oghma, it was raided many 
times by trolls and several times over¬ 
run, with the monks all slain, driven 
out, or forced to flee into hiding. 

Some 200 years ago, all the monks 
were dead, and their hold was in 
ruins. An Amman adventuring band 
of vicious reputation, the Circle of 
Scythes, came to the ruined 
monastery in search of spellbooks 
and other riches, but disappeared 
while exploring the monastic cellars. 

A servant left with the horses told 
wild stories of many-tentacled things 
rising out of the ruins with the adven¬ 
turers struggling in their grasp. 

Other adventuring bands went out 
to the ruins of the House of the 
Binder (as the monastery was 
known), but came back empty- 
handed. The cellars had fallen in, and 
there was no trace of spellbooks, 
adventurers, or any monsters beyond 
all-too-numerous trolls. The rubbeiy- 
skinned menaces took over the hold 
for some years, until they grew so 
strong as to imperil all use of the 
trade road. A great war band was 
whelmed in Amn to deal with them 
under the leadership of one 
Kheldriwer, a warrior-turned- 
swordseller who promised to sweep 
the area clear of trolls and keep it that 
way. 

He did so, and transformed the 


House into a stone-walled cluster of 
fortresslike, stone-turreted homes, 
with slate roofs. As little as possible 
was made of wood so that fire could 
be used with enthusiasm in the event 
of troll attacks. 

The community became home to a 
few mercenary warriors who wished 
to retire. Under Kheldriwer’s leader¬ 
ship, they gave protection and dry, 
guarded warehouses to farmers wish¬ 
ing to settle in the area. Many times 
since then the trolls have been hurled 
back, and Kheldriwer’s Hold, which 
over the years has become known 
just as Kheldriwer, remains a farming 
center today, visited by many enter¬ 
prising merchants who sell the splen¬ 
dors of far-off places and buy fresh 
produce for sale in Waterdeep and 
the cities of the Sword Coast. 

Kheldriwer himself disappeared 
mysteriously soon after the rebuilding 
of the monastery. Locals whisper that 
he was definitely digging alone in 
some of the deeper local cellars, in 
search of whatever monks’ treasure 
might remain—and most folk believe 
he found something and then some¬ 
thing else found him. Local legend 
now speaks of him being seen only by 
night—with stag’s antlers growing 
from his head! 

There are pits, walled off comers, 
and stone piles in many cellars in 
Kheldriwer. Most folk don’t speak of 
them, while others let adventurers go 
down into their own cellars in return 
for fees of 50 gold pieces or more. 

While certain village people may be get¬ 
ting rich on this, so far now adventur- 


19 The location of Kheldriwer is shown on the map in the section on Roaringshore found later in this chapter. 




ers have returned from the cellars any 
more wealthy than when they went in. 

PLaces of ImTorosT 
isj KheLdrivverz 

Shops 

Ungairmer’s Bootery 

Secondhand Shop and General Gear 

J I I I 

The foreporch of this converted ware¬ 
house has a large overhang, big 
enough to shelter horses at the hitch¬ 
ing rail that runs along the porch 
front. Many lamps hang here, and of 
evenings this is the closest thing 
Kheldriwer has to a tavern. Tall lid¬ 
ded tankards of ale are sold by stout, 
placid Oeth Ungairmer at 5 cp each to 
all who’d like to gather for a chat, 
perching on old chairs, chests, bar¬ 
rels and the like. A spell cast each 
night by Oeth’s daughter, the fat and 
good-natured minor sorceress Shu- 
lunda, keeps insects away from the 
porch while folk chat and play at 
cards, shirestone, fiveknights, and 
other board games. 

Ungairmer’s shop buys and sells 
secondhand material of all sorts, 
from sails and wagons—a wizard 
once even reported finding some¬ 
thing he excitedly called a spelljam¬ 
ming helm there, though to most 
observers it looked like an old chair 
in need of repairs—to daggers, belt 
buckles, and old boots. Ungairmer 
calls his place a booteiy because he 
can order in new, custom-made 
boots from corvisers in Waterdeep. 
They usually cost a steep 20 to 25 gp 


per pair. Older footwear, and most 
things in the shop, range from 3 cp to 
50 gp in price. Wagons and harness 
are the top-priced items. Waychests 
and good gear that farmers can use, 
such as rope, spikes, and plows, are 
in the mid-price range. Buckles, dag¬ 
gers, and the like are at the low end. 
It’s a useful place to poke about in, 
though nothing beside Torleth’s Trea¬ 
sures in Gillian’s Hill (also covered 
elsewhere in this guide). 


INN5 

The Troll’s Nose 


v % % * 

& & & & 

This inn’s name comes from the 
stuffed, painted, incredibly long (almost 
6 feet!) troll’s nose mounted on its sign¬ 
board. From time to time, local wags 
hang lamps or “borrowed” undergar¬ 
ments on it. Unfortunately, it’s the only 
exciting thing about the inn. 

The fare at the Nose is solid but 
unexciting beef stews, thickly sliced 
breads, and diced vegetables smoth¬ 
ered in brown sauces. The Nose is a 
dank, dimly lit place of stone, looking 
rather like a cramped old castle 
inside. Its low-ceilinged dining room 
is decorated with blackened troll 
skulls everywhere—in rows on 
shelves, along the mantel, and hang¬ 
ing from hooks on pillars and over 
the tables. I felt as if I was in the midst 
of a minstrels’ mummery show. 

In addition to its unique decor, the 
Nose is as expensive as an top-rung 
Waterdhavian inn. However, it has 
proven a haven to many a troll-harried 
traveler. 



LxThXxnV s 

LawTeRK) 

This small fishing village appears on 
few maps of the Realms, and most 
merchants don’t even know it exists 20 
Part of this seclusion is because of its 
marshy surroundings, and part is due 
to its proximity to the dangerous lich 
hold of Larloch’s Ciypt. (Larloch’s 
Crypt has become corrupted over the 
years into Warlock’s Crypt, and that’s as 
good a warning to travelers, I suppose.) 

Lathtarl was a pirate some 300 win¬ 
ters ago whose greed drove him to fall 
afoul of the elven ships out of Ever- 
meet. Forced to flee for his life in a 
sea fight, he ran his ship ashore here 
as a wreck, most of his crew dead and 
himself a cripple, the arm and leg on 
one side of his body useless. 

The wreck gave him an idea, and he 
became a wrecker, luring ships ashore 
by lighting many lanterns along the 
coast to fool sailors running along the 
coast in storms into thinking that 
they’d reached Baldur’s Gate, Orlum- 
bor, or some other secure harbor. 
Instead, if they turned ashore they 
found rocks, with a pebble beach just 
beyond. Sailors who didn’t perish in 
the wreck were slain by Lathtarl’s sur¬ 
viving crew or held for sale into slavery 
or for ransom. Calishite slavers and all 
the Sword Coast pirates soon discov¬ 
ered Lathtarl’s existence, and made 
him a transfer point for slaves and 
contraband—their ships would stand 
well offshore on clear nights, and 
boats would cross the rocky bar from 
ship to shore and back. 


The village supported itself by fish¬ 
ing and was also kept busy, small, and 
free from harassment by land-based 
neighbors due to frequent lizard man 
raids. The mouth of the Winding 
Water is shallow and marshy, without 
any harbor—and the miles upon 
miles of silt and marsh grasses are 
home to many lizard men. 

These marshes carry an ill history 
of their own. Local rumors speak of 
at least two dead kings somewhere 
out in the fens. One was Ring 
Tredarath, a rebel lord of Tethyr long 
ago who fled with about a hundred 
armed retainers to found a new 
realm out of reach of his foes. His 
hard-riding band, heavily laden with 
all his regalia and treasury, blun¬ 
dered into the marshes in an evening 
fog and perished by drowning (some 
in quicksand) and as dinner for many 
marsh monsters. Gold pieces and a 
jeweled dagger have been found, and 
at least one lizard man has been seen 
during a raid wearing a golden 
crown, but cartloads of gold and 
gems are still lost in the marshes. 

The other king was Bevedaur of 
Cortryn, a vanished realm that is now 
northeastern Amn. He camped in the 
marsh while pursuing his favored 
sport, serpent hunting, and was over¬ 
whelmed with all his court by a night 
attack from an army of lizard men. 
Ghostly knights are still said to drift 
over the marsh by night, spectral 
blades in hand. 

Lathtarl is long dead of disease, 
and several times the Lords of Water- 
deep and merchant houses of that 


20 See the entiy on Roaringshore later in this chapter for a map that shows its location. 




city and of Amn have placed agents in 
the village to intercept and battle 
pirates and smugglers. Threats have 
been made that the entire village 
would be burned to the ground—and 
the villagers slaughtered—if the prac¬ 
tice of light luring continued. These 
threats have been heeded, but there’s 
still an occasional real shipwreck in 
the vicinity, and pirates have taken to 
running stolen ships ashore here that 
they can’t use as pirate vessels (usu¬ 
ally old, slow, leaky cogs). 

Lathtarl’s Lantern would not be 
mentioned in this guide (few today 
embrace the old nobles’ sport of 
lizard man hunting, and adventurers 
looking for lost crowns always seem 
to hear guiding rumors without bene¬ 
fit of a guidebook) except that it is also 


home to a temple to Umberlee, the 
Grotto of the Queen, and to an inn 
and tavern of note, the Wailing Wave. 

Places of InjTcrcsT 

)nj LaTba nVs LawTeRN) 

Temples 

The Grotto of the Queen 

The village of Latharl’s Lantern is shel¬ 
tered on the north by a crescent¬ 
shaped, rocky ridge. At the seaward end 
of this ridge are some tidal caves, the 
innermost of which has been enlarged 
and connected by winding stone stair 
tunnels to a small-spired temple on the 
surface. This temple is decorated with 
relics of wrecked ships—notably a large 
collection of figureheads. Most of the 
figureheads are larger-than-life-size 


50 



humans, but there are also mermaids, 
hippocampi, and more fanciful crea¬ 
tures. Here a staff of at least 12 human 
clergy (most of them True Servants of 
the Wave 2I ) take offerings from local 
fishermen, visiting pirates, and other 
sailors to appease the goddess or to buy 
her favor for voyages ahead. 

The sea cave under the temple, the 
Grotto itself, is said to be guarded by 
marine undead created by the priests 
(lacedons, undead sharks, and the 
like). The Grotto is also said be visited 
from time to time by the Tribute Gath¬ 
erers—powerful evil creatures of the 
deep who serve Umberlee and take 
riches gathered from the temple offer¬ 
ings into the watery deeps for the use 
of Umberlee’s agents and followers all 
along the Sword Coast. On at least one 
occasion, a sunken ship crewed by 
skeletons has risen from the deeps to 
ram and then fight off a pirate vessel 
hoping to plunder the temple. 

Iwws/TaveRws 

The Wailing Wave 

uwmmu 

Named for a local legend that the 
waves rolling in on the village’s peb¬ 
ble beach wail on certain moonlit 
nights with the mournful cries of all 
who’ve drowned in the wrecks off 
Latharl’s Lantern, this is one of the 
wildest taverns—and busiest inns— 
on the Sword Coast. Unlike its rival 
pirate base, Roaringshore, Lathtarl’s 
Lantern remains inaccessible and lit¬ 
tle-known, which makes it ideal for 
slavers and others who must deal in 



illicit cargoes that are bulky, require 
special care, or are hard to hide. The 
Wave is a low-ceilinged, smoky, ram¬ 
shackle roadhouse like a hundred 
others in the Realms. Former stables 
out back have been converted into 
two rickety floors of night rental 
rooms. It is not much of an inn, but 
the marshes and wandering trolls 
and brigands between the village and 
the Coast Way make it highly unlikely 
that any traveler would seek out the 
Wave just to stay there—and visitors 
to Lathtarl’s Lantern don’t have much 
choice where they stay. 

Where the Wave really shines is as a 
bar. Pirates, adventurers, outlaws, 
humanoids, half-breed monsters, and 
monstrosities come ashore in small 
boats to crowd the taproom night after 
night, talking business and enjoying the 
best stock of beverages anywhere on 
the Sword Coast. Most of the shady 
business people — and merchants — on 
the Coast come here often. 


21 True Servants of the Wave are specialty priests of Umberlee. They command some still-mysterious powers. 




LUm’s Hold 

This hamlet of about 50 folk stands on 
the eastern side of the Trade Way 
about a day’s travel south of Dagger- 
ford. 22 A flat-topped tor of bare rock, 
about two acres in area, overlooks the 
road. It is ringed by a low stone wall, 
and at the south end stands a crum¬ 
bling keep tower. The settlement is 
crammed onto the top of the tor, with 
its grazing and tillage fields to the east 
and a pasture for passing caravans to 
camp in just to the south, overlooked 
by the tower. 

The tower was the fortress-home of 
the powerful wizard and warrior Sun¬ 
der Halyndliam, whose name’s been 
shortened locally over the years to 
Liam. The hamlet is named in his 
memory—partially because his silent 
armored wraith, chilling blade in 
hand, is said to still defend the tower 
against intruders. It is certain that no 
fewer than six thieves have been found 
dead at the base of the tor, having 
fallen from the tower during the night. 

Liam is buried in a spell-guarded 
crypt deep under the tower. Although 
he’s said to lie in a casket with all his 
spellbooks, a magical staff, an 
enchanted blade, and magical rings 
on his fingers, no adventurers, 
thieves, or rival wizards have suc¬ 
ceeded in plundering his remains. 
They have failed because of the other- 
planar creatures that guard his tomb 
and local folk who furiously deny 
access to the crypt. They do so thanks 
to a community legend that says the 
tower was raised with magic and 


removal of Liam’s magic will cause it 
to topple, crushing the hamlet under 
falling stone. This is why every possi¬ 
bly magical bauble Liam possessed 
was buried with him. 

Today, the tower is part of the 
Holdfast Inn, which is good enough to 
deserve coverage in any guidebook to 
Sword Coast establishments. 

Places of InjTcrcsT 
)nj Dam’s Hold 

INNS 

The Holdfast Inn 



This inn consists of Liam’s tower, full 
of ornately carved stone stairs and 
arched windows. The tower has three 
two-story-high wings stretching out 
from it. Two stand along the parapet 
walls of the Hold, and the third (the 
kitchen and pantries) joins the stables, 
enfolding the inn’s entry courtyard. 

All of the inn is built of stone. The 
halls are carpeted against the chill 
with furs atop rushes, and the bed¬ 
chambers sport floor furs, window 
hangings to keep out cold breezes, 
and curtained and canopied beds. 

Service at the Holdfast is attentive, 
with warming pans placed in the beds 
on cold nights, a nightkiss drink at 
bedside without charge, plentiful 
wash water and towels, warming 
robes for guests, and generous, filling 
food. A stay at the Holdfast is an expe¬ 
rience not to be missed. Many mer¬ 
chants specially arrange their travels 
so they can stop here and relax. 


22 The location of Liam’s Hold is shown on the map found in the entry for the Way Inn, later in this chapter. 


SI 



RoaRtwgsfaoRe 

This isolated village nestles in a 
small deepwater cove on the coast 
about a third of the way south from 
the mouth of the Winding Water 
toward the city of Baldur’s Gate. Like 
Lathtarl’s Lantern (see that entry), 
this is a pirate hold—but unlike the 
Lantern, the reputation of bold, law¬ 
less Roaringshore has spread far up 
and down the length of the Sword 
Coast. 

Though such tales have grown in 
the telling, this is still a place raided 
at least once summer by mercenary 
armies of 70 or more lancers or 
horse archers, hired by Amn and 
Baldur’s Gate. As a result, prominent 


folk and businesses here tend to be 
(literally!) short-lived. Even so, two 
establishments of note have lasted 
long enough to garner well-deserved 
reputations: the Swordarm and the 
Broken Goblet. 

The traveler should be aware that 
many pirates here are runaways, 
local thieves, and adventurers all out 
to make an impression, and perhaps 
attract some business as mercenary 
hirelings. A lot of posing goes on. 

This can make Roaringshore a very 
dangerous place for the visitor who 
isn’t in a large, well-armed group, or 
obviously powerful. I had to flee it 
abruptly—but I did manage to learn 
the details about the two main 
attractions first. 





The Bnokesj Goblet 

Tavern 

ill 000 

When pirates and lawless folk come to 
brawl and carouse, their first thought 
is to roll into the Goblet’ swords drawn, 
and swagger as they promenade along 
the raised entry dais and down toward 
the bar. It’s the place to be seen—and 
the place to be killed in, if the body 
count of the last few years is any indi¬ 
cation. Don’t go here unless you’re 
very good with a blade, alert, have a lot 
of well-armed friends with you, and 
are protected against poisons, 

A spell such as ironguard" 3 (which 
renders one immune to metal bladed 
weapons for a time) is an ideal pro¬ 
tection here, but beware, this place is 



strongly warded, and the defenses 
permit only existing defensive spells 
to continue. Newly cast spells are 
twisted and lost, without effect. The 
defenses also whisk all missiles 
(hurled glasses, daggers, darts, bolts, 
and arrows alike) up into gentle con¬ 
tact with the ceiling. This prevents 
broken glasses—for drink is served 
here in ornately carved and blown 
glasses, some of which are exquisitely 
beautiful, and rather more of which 
are simply rude. 

The Place 

The Goblet consists of a dark taproom 
with stone floors, massive wooden sup¬ 
port pillars and furnishings (trestle 
tables, wall benches, and high-backed 
wooden chairs), and candle lamps. The 
latter can be raised and lowered on 
chains via ceiling pulleys and from 
hooks located behind the bar, and con¬ 
sist of wagon wheels that each support a 
circle of seven to nine fat candles, each 
set in a buckler to catch the melted wax 
A favorite trick during a brawl is to leap 
behind the bar and undo the hooks, 
sending the heavy lamps plummeting 
down atop the tables. The danger of fire 
makes this tactic grounds for ejection— 
dead or alive. 

The staff here go armed with dag¬ 
gers, boot knives, and steel knuckle 
spikes. 24 Overly amorous patrons are 
warned that the large men with many 
scars are large men with many scars, 
but the buxom wenches with the long 
lashes and ready smiles are dopple- 

23 Ironguard is a 5th-level wizard spell found in the 
Forgotten Realms® Adventures hardbound. 

24 Knuckle spikes do the same damage at a blow as a 
dagger, veteran users tell me. 




gangers. They often respond to overly 
familiar touches with a dagger strike 
and a shift in the form of one hand 
into a loose curtain of flesh that can 
be slapped over a patron’s face to 
smother or blind him! 

The street door is guarded by two 
house guards with orders to keep it 
clear so that access is denied to none. 
Brawls are thus prevented from erupt¬ 
ing on the way in and out the door and 
harming trade. This has the effect of 
allowing each patron to make a grand 
entrance on the raised entry dais, which 
overlooks the taproom from behind a 
safety rail. Atrophy of a long-ago brawl 
decorates this smoothed oak tree-trunk 
railing: A black-bladed battle axe split the 
rail in two and crashed down to bury 
itself haft-deep in the edge of the floor 
beneath. Its owner did not live long 
enough to get it free—so the proprietors 
of the tavern left it there as a warning. 

From the taproom, many small, 
shadowy stairs lead down to jakes (a 
dangerous place known for stabbings 
and impromptu body disposals, with 
direct connections to the tidal sewers) 
and up to private drinking rooms, 
some of which have sliding panels 
offering egress to side alleys. Lighting is 
always scanty in the Goblet, and a ghost 
pipes 25 spell provides gentle back¬ 
ground music to cover most conversa¬ 
tions from casual eavesdropping. 

The PnospecX 

There are constant rumors that the 
staff and ownership of the Goblet are 



Ward Token of the Broken Goblet 


not human—and consist of beings far 
more deadly than the doppleganger 
“wenches.” Most folk believe that 
some fell power runs the tavern. Its 
wardings are certainly strong, and 
spells have been deflected from them 
that hurled back or slew large merce¬ 
nary attacking forces sent to cleanse 
or raid Roaringshore. (Those bearing 
a ward token can cast spells within 
the tavern.) The truth, according to 
one Harper I spoke with, is that 
illithids rule this tavern and use their 
powers to gather information about 
the illicit doings of the Sword Coast 
from the guests who come here. 26 


25 Ghost pipes is a 2nd-level wizard spell found in the Forgotten Realms Adventures hardbound. 

26 The Harper is right, Eiminster confirms—after which he sarcastically thanked Volo for revealing only what is 
prudent about Roaringshore. 





The Prices each. Many delighted merchants 

Ale is 3 cp per tallglass, and all wine take away armfuls—and the prettier 
(from a vast cellar) is 4 cp per tall- or more whimsical or salacious 

glass. Sherries, zzar, and Tashlutan pieces fetch prices as high as 12 to 14 
rollrum are 1 sp per tallglass. gp each in far-off, wealthy places 

Whiskeys and fine brandies are 2 sp such as Saerloon, Selgaunt, Suzail, 

per tallglass, and elverquisst is 1 gp Teflamm, and Westgate. 
per tallglass. A recent fad is to mix f 

drinks with syrups and flavored T KAVeLeKS LoKC 

waters. Such concoctions bear such The anonymous owners of the Goblet 
names as Flaming Dragon, Drawn keep many treasure maps, wills, and 

Dagger Down, and Moonlit Knight, written deals hidden in vaults for 

and go for 1 gp each. Trying every pirates, who pay 100 gp per page for 

one is the current diversion of the long storage. The items are stored 

idly rich and danger-seekers. from when they are left until they are 

The Goblet sells no food, but retrieved by the surrender of a sym- 

patrons can bring in all they like. bolic key (usually a brass token). 

One free glass per patron per Rumor has it that the tokens look like 

evening is included in drink prices. If brass sea shells, but no one has ever 

one wants to buy others, they’re 1 sp been able to definitively prove this. 


56 







The Sujonjbxrzm 


Inn 



You’d expect the only inn in a pirate 
hold regularly rocked by brawls and 
open fighting in the streets—and 
often raided by mercenary armies, 
too—to be a crumbling, filthy, ver¬ 
min-infested ruin of a place, on the 
verge of falling down. Well, the 
Swordarm was—until a powerful evil 
wizard decided to make it an invest¬ 
ment. He devised a mysterious spell 
of great power 27 that entrapped his 
three apprentices, binding them in a 
mystic web of forces linked to the old 
stone-and-timber inn building. Their 
life forces hold the inn together and 
convert spells cast within it into raw 
power that binds together and 
repairs the place, and makes guests 
safe from hostile spells. 

The unfortunate apprentices can 
be seen to this very day, two young 
men and a young woman clad in 
dusty, dangling tatters of robes, float¬ 
ing face-down near the ceiling of the 
lobby and staring down in frozen, 
endless horror at folk who pass 
below. After they were trapped, their 
captor and master, the mage Aulyn- 
tar Cowlsar, pierced the walls with 
many new windows, added an 
ornate balcony and hanging stair¬ 
case, and cut a pool now full of hot 
tingling waters into the floor of the 
lobby. (This pool would be a delight 
to bathe in were it not for the contin¬ 


uous feeling of being watched—due 
to the unfortunate apprentices, no 
doubt.) These changes probably 
mean that should anything befall the 
apprentices, the Swordarm will 
undoubtedly collapse. Until then, it’s 
quite an impressive place. 

The PUce 

The Swordarm is magnificent, akin 
to the luxurious Waterdhavian villas 
of richer nobles. It sports high ceil¬ 
ings, large windows, marble floors 
and window seats, and statues 
adorning the halls and rooms every¬ 
where. (These statues were undoubt¬ 
edly plundered by pirates from 
temples, grand houses, and sunken 
ruins up and down the Sea of 
Swords.) Local rumor swears Aulyn- 
tar spies on guests and goings-on 
through the carved eyes and ears of 
these stone figures. 

Every floor of the inn has a central 
hall linked to a landing on the soar¬ 
ing hanging stairs, an audience 
chamber opening off the landing to 
the hall, a dining lounge, and guest 
chambers. The inn has no main din¬ 
ing room. Guests can elect to be 
served meals in their rooms, and 
most do. (A secret back passage is 
rumored to plunge down within the 
walls to a tunnel that runs far from 
Roaringshore. There it branches to 
open high on a cliff above the sea on 
one hand and in a swampy, over¬ 
grown ravine in the rolling wilder¬ 
nesses on the other.) 


27 Elminster refused to give out any details of this spell under any circumstances. He also said that the names of 
the apprentices were not forgotten—but that they had done as many deeds of grasping evil as their master, and 
deserved their fate. 


57 




The Swordarm also offers guests a 
secure storage service, employing 
spell- and monster-guarded vaults 
under its imposing bulk. The roof 
has sliding panels in one gable that 
allow an agile aerial steed such as a 
griffon or a hippogriff, or a person 
employing flight magic, to arrive or 
leave without landing in the street 
below. This loft stables occupies the 
upper floor of the inn. The conven¬ 
tional stables are behind the inn, 
separated from it by a street. The inn 
is surrounded by streets and lacks 
any sort of yard. The stables open 
into a warehouse for the storage of 
wagons, coaches, and caravan goods. 

The PrzospecT 

The Swordarm has housed many 
powerful and dangerous pirates and 
adventurers over the years. They 
have come to expect—and depend 
on—a place that is clean, quiet, and 
safe. On the rare occasions when 
guests have offered violence to any¬ 
one, swift and sure spells (presum¬ 
ably those of Aulyntar, who prefers to 
remain unseen) have lashed out to 
end the matter—usually by destroy¬ 
ing the belligerent guest, although 
there have been some reports of 
such individuals being teleported 
abruptly into the depths of far-off 
Skullport, beneath Waterdeep, or the 
heart of the jungles of Chult, or into 
the midst of Icewind Dale. 

So this inn has become a neutral 
meeting place for deadly enemies, 
uneasy rivals, and swaggering folk- 
of-danger alike. If guests intend to do 
business together, however, they 


tend to arrange to meet elsewhere— 
no one is free of the feeling that 
Aulyntar or his frozen apprentices 
are always watching and listening. 
Some folk are so sensitive to this 
feeling that they cannot stay in the 
inn for more than a few breaths. On 
the other hand, it is the safest haven 
in Roaringshore—unless one is a 
wizard. There are several tales of 
mage guests disappearing here over 
the years. 

The Prices 

Everything at the Swordarm is the 
best, and everything’s included in 
the daily rate except drink. Unfortu¬ 
nately, that rate starts at 6 gp per 
night for a tiny bunkroom and soars 
to 25 gp per night for the six largest 
suites. Pirate crews usually grab 
these suites more or less year-round. 
Here they can post guards, strew 
their belongings around, and still 
sleep farther apart than they do on 
board. The nicest single bed¬ 
chambers, though, are often all 
vacant (22 gp per night). 

Drinkables are 2 gp per bottle or 
4 gp per hand cask, regardless of 
what‘s inside such containers. Some 
rare vintages can be obtained here, 
but the variety is small, and the 
supplies irregular. The inn does not 
want to appear to compete with local 
taverns. 

TizAvehens’ lone 

The Swordarm bills itself as a home 
for those who swing blades for a liv¬ 
ing. Most wizards don’t care to stay 
the night within its walls, for mages 



have a habit of vanishing from the 
even the most securely barred bed¬ 
chambers. 

Most folk suspect these disappear¬ 
ing guests were wizards who tried to 
free the trapped apprentices or tam¬ 
per with the protective spells of the 
inn. Most wizards suspect Aulyntar 
examines every mage under his roof, 
and destroys those who possess 
magic he covets. If this is true, he 
must be very powerful by now. 

It is certain that one Haldanshyn 
Cloak of Swords, a wizard of both 
power and importance from south¬ 
ern Amn, lost his temper in the inn 
one evening six summers ago. All 
that night a furious spell battle raged 
above; around, and through the 
Swordarm, as Haldanshyn flew 
about, engaging a foe who appeared 
only as a swirling, sparkling cluster 
of luminous eyes. 

Much of the inn was destroyed, or 
twisted and sagged about the terri¬ 
fied guests—many of whom dove or 
tumbled out windows and fled for 
their lives amid explosions, gouts of 
flame, and hair-raising crawling fin¬ 
gers of lightning. Near dawn, Hal¬ 
danshyn was seen to snarl and then 
howl in pain as his magical staff sud¬ 
denly caught fire and blazed with 
phosphorescent orange and bilious 
green light from end to end. The 
blaze was intense, and the wizard 
plunged from his hovering position 
in the air above the inn, leaving his 
skeletal hands still clinging to the 
ashes of the staff. 

The grisly relic remained aloft for 
some days, but the wizard was torn 



apart by unseen raking claws as he fell, 
leaving only his tattered, drifting cloak 
behind. 

A shadowy form—presumably 
Aulyntar—emerged from the inn and 
caught the cloak, but it erupted in a 
rushing torrent of glittering steel, 
and the form hastily flew off, trailing 
a mist of blood. The cloak drifted 
away more slowly. What became of 
it, none in Roaringshore can agree. 
Some say another wizard mastered 
it, others that it blew out to sea or fell 
into Aulyntar’s clutches—and still 
others whisper that it yet lurks 
around the village, pouncing on 
lone, drunken sailors and slashing 
them to ribbons in fits of insane 
vengeance. 




TroLLcLauj Fond 

This ruined hamlet stands where the 
Coast Way fords the Winding Water 
amid mist-shrouded, grassy hills. 
Trolls lurking in the hills make the 
place perilous no matter how many 
mercenary armies or adventuring 
bands come to clean the monsters 
out. 

Abandoned a dozen winters ago, 
the Ford has been rapidly overgrown. 
The trolls keep creatures larger than 
snakes and birds from lairing there 
and pull apart buildings digging out 
badgers and burrowing food. Most 
caravans camp heavily armed in bon¬ 
fire rings well away from the Ford 
and make a run across the river at 


highsun, flanked by horse archers 
whose arrows can be ignited at a trot 
from spear-slung braziers. 

The most recent settlers at the 
Ford were the High Helms, a veteran 
adventuring band. A dozen strong, 
they rebuilt a villa into a fortified hold 
and held out against the trolls for 
three full seasons—until someone 
slew them and shattered their tower 
with an explosive spell blast seen 
from miles away Their treasure still 
lies in their fallen tower, guarded by 
their undead bones and possibly by 
whoever—or whatever—slew them. 
(Folk speak of their slayer being a ser¬ 
pent-headed mage with faceted, 
amber-colored eyes and the slitted 
pupils of a snake.) 







ULgoTb’s BeaRd 

This hamlet of about 70 folk is located on 
the north side of the mouth of the River 
Chionthar west of Baldur’s Gate. Its stone 
houses nestle in a natural bowl in the cliff 
top overlooking the river, and a warning 
beacon is maintained on the cliff top to 
alert Baldur’s Gate to attacking ships. 

In fact, the name of the settlement 
comes out of its history of being attacked 
by sea. Of old, pirate raids on Baldur’s 
Gate were numerous. Ulgoth was a stout, 
bristle-bearded pirate of great girth and 
greater reputation. The beacon was said 
to “singe Ulgoth’s Beard” by robbing him 
of surprise so that the raiding force he led 
was met by ready resistance and hurled 
back with the loss of many pirate lives, 
including Ulgoth’s own. (He tried to use a 
ring of flying to escape the fray and was 
last seen heading out to sea, his flying 
corpse bristling with twenty-odd arrows.) 

The hamlet consists of sheep- 
herding families, who keep their sheep 
on the rolling grasslands behind the 
cliff, and some fisherfolk, who transport 
their boats up and down the cliff by 
means of a cradle of massive cables. 
None of them are wealthy. 

The Beard lacks a road link to the 
interior, though pack mules have an 
easy journey over the grassy hills to and 
from Baldur’s Gate. There’s no tavern 
in the Beard, though one resident 
brews his own dreadful ale and sells it 
at 1 cp per tankard. Ulgoth’s Beard also 
has no inn, but travelers can camp out 
in a ruined keep just north of the ham¬ 
let, on the lip of the bowl. The keep was 
once home to a cruel pirate lord, 
Andarasz, and legends speak of undead 


lurking in the storage caverns beneath 
the keep. All of the storage caverns have 
already been searched by many eager 
pirate crews over the years. 

There’s nothing else notable about 
the Beard except Shandalar, an eccentric 
mage who dwells in a floating house just 
east of the hamlet. It’s actually a moored 
Halruaan skyship, its upper decks rebuilt 
into a series of balconies, hanging gar¬ 
dens, gabled rooms, and lightning rods. 
Shandalar harnesses the lightning 
strikes from the many storms that sweep 
over the Beard to energize strange magi¬ 
cal constructs of his own devising—and 
is said locally to be immune to all harm 
from lightning, as he often strolls about 
amid the crackling bolts, garments 
lashed by the wind, laughing and singing 
in the driving storm. 

Beneath the wizards house is a 
small stone hut fitted with double 
doors. This is the entrance to his own 
extensive network of caverns, where 
several monsters loyal to Shandalar- 
living mushrooms, locals swear!— 





shamble about in the darkness harvest- blindness-healing ointments), 
ing mushrooms. The mage makes a Most of Shandalar’s sales come from 

steady income growing his “’shrooms” the gamishcaps and two other cooking 
for the tables of Baldur’s Gate. Some mushrooms: small white rock buttons (2 

apothecaries in that city diy them and cp per handbasket) and succulent frilled 

sell them whole or powdered for use in felamdon ’shrooms. Shandalar’s three 
cooking, healing, or the enchanting beautiful daughters (and, it is rumored, 

arts. Shandalar has a huge variety of apprentices 28 ) take a floating disc of these 

mushrooms and sells them for as little into Baldur’s Gate’s market daily, 

as 1 cp per handbasket (for plain brown Shandalar is known to have agree- 
garnishcaps, used mainly in beef stews ments with powerful pirates and out- 
and pies) to as much as 5 gp each (for laws. He keeps certain treasures safe 

deadly poisonous gloomshrooms, for them in the hidden depths of his 

favored in the making of poisons, flesh- mushroom caverns in return for steep 
numbing physicians’ unguents, and annual fees (1,000 gp per chest). 

28 Elminster says the daughters are his apprentices, warns that Shandalar rivals Khelben “Blackstaff Arunsun of 
Waterdeep in power, and that his daughters are no slouches as mages either, and further says that the mushroom 
caverns contain at least one gate to elsewhere in the Realms (just where, he’s not certain). The guardians of the 
caverns include myconids, as the locals say, but they are also home to mechanical spiders of the wizard’s own 
making and even more dangerous predators. Several bands of thieves have died failing to evade them. 


62 









WajzLock's CnypT 

Over the years, the name Larloch's 
Crypt, still found in many accounts 
and on older maps of the Realms, has 
become corrupted into Warlock’s 
Crypt. The soaring towers of this iso¬ 
lated walled castle can be seen from 
afar, sweeping up like menacing black- 
nailed talons reaching into the sky. 29 

The mighty lich Larloch dwells here 
in a city of the undead. Many adventur¬ 
ers have claimed to have destroyed 
him, but the Shadow Ring always rises 
again to rule over his city of wraiths, 
wights, liches, vampires, and hosts of 
lesser undead, from crawling claws to 
monster zombies. Larloch is said to be 
one of the last surviving sorcerer-kings 
of Netheril, although his mind is quite 
gone. He exists today as an ultra-lich of 
awesome powers, whimsical and 
crazed—at times snarling and hurling 
spells at random, and at other times a 
brilliantly calculating inventor of magi¬ 
cal items, new spells, and magical 
strategies. No less than 16 Red Wizards 
of Thay are known to have gone to the 
Crypt to try to destroy him or steal 
some of his power. They all failed—and 
of them all, only Szass Tam has ever 
survived. 

The Crypt is a series of wizards tow¬ 
ers, each standing in its own circular 
walled garden. The towers stand on the 
banks of a small spring that rises in the 
cellars of the highest tower (Larloch’s 
own) and is much befouled by the dis¬ 
charges of the Shadow Ring’s experi¬ 
ments. Its luminous waters cast an 

29 Warlock’s Crypt can been seen on the map in the 
entry on Roaringshore, earlier in this chapter. 


eerie, flickering glow over the towers by 
night. Their walled gardens are sur¬ 
rounded by a gloomy network of twist¬ 
ing streets and abandoned houses 
crowded along the stream banks. In 
these streets and houses, lesser undead 
shuffle about in accordance with the 
orders of the lich lords who serve Lar¬ 
loch. Over this dusty city leap many 
dark, railless bridge spans that link the 
garden walls and the lower levels of the 
towers. Skeletal giant bat steeds and 
stranger creatures sally forth from 
them to attack travelers who venture 
too near, since Larloch is interested in 
gaining living humans for use in his 
experiments in undeath and in seizing 
all magic he can find. This is not a place 
I recommend travelers even venture 
within sight of. 

Most sages believe the Crypt, which 
is very old, was once a Netherese wiz¬ 
ards’ enclave—home to mages who 
now serve Larloch as liches. Larloch is 
said to command the spells of an arch¬ 
wizard, a small arsenal of magical 




items—including Netherese power 
scepters of various sorts, rare or 
unknown elsewhere in the Realms of 
today—and the absolute loyalty gained 
by some fiendish magic, of the liches 
who serve him. He is said to enjoy con¬ 
versing with ghosts and unfortunate 
adventurers who fall into his clutches, 
and has even been known to grant free¬ 
dom to captives in return for a service. 

The service is usually to gain for him 
some close-guarded and powerful 
magic from elsewhere in the Realms, 
such as a special spell or favorite magi¬ 
cal item held by a Red Wizard of Thay 
or mighty archmage. Such freedom 
comes with magical strings. A person 
who ignores the mission once away 
from the Ciypt is magically transformed 
into some horrific tanar’ri or other 


monstrous form (that of a hook horror, 
for instance&slowly one limb at a 
time. Larloch has his own code of con¬ 
duct, however. Completing such a mis¬ 
sion does mean return to proper form 
and complete freedom—for those who 
do not try to deceive or attack him. 

Some minstrels have wrongly 
dubbed the ruler of the Ciypt “the 
Warlock” or “the Warlock King,” but 
be warned that those who compose 
ballads using such terminology are 
likely to be kidnapped by night things 
and spirited away to face torment and 
undeath at Larloch’s hands. It’s not 
even a good idea to sing the ballad 
known as “The Warlock King” within 
three days’ ride of the Troll Hills, for 
fear Larloch should hear and take 
interest. 





The Wav bow 

This isolated stone inn has been a 
famous landmark for many years, 
starting from when it was the last 
inn along the way south from Water- 
deep for many days of hard and dan¬ 
gerous riding (hence its name). In 
recent years, as evil grew in ruined 
Dragonspear Castle, the Way Inn 
became ever more important as a 
base for mercenary armies raised by 
the Lords’ Alliance to keep the Trade 
Way clear and as a haven for mer¬ 
chants hurrying along that long and 
perilous overland road. 

Recently, an ancient black dragon 
destroyed the inn while the armies 
based there were afield battling 
legions of baatezu. The dangers of 
the High Moor never sleep for long. 
Trolls and yuan-ti from the Serpent 
Hills have been seen in growing 
numbers, but the otherplanar evil 
centered in ruined Dragonspear 
seems to have been broken—for 
now. 

Several Waterdhavian merchant 
families sponsored a rebuilding of 
the Way Inn on the same site (an 
elevated, defensible site with a deep 
well) as before its destruction, but 
larger and stronger than ever. On a 
recent visit, I found it most 
impressive. 

The rebuilt Way Inn stands on the 
western side of the Trade Way two 
days’ hard ride (about a hundred 
miles) south of Daggerford. It is a 
walled compound atop a flat, grassy 
plateau about three acres in extent 
that overlooks a loop of road that 


leaves and rejoins the main trade 
road, giving caravans plenty of room 
to camp. 

From the loop of road, steep cart¬ 
ways lead up to three gates. All of 
these cross wooden bridges. The 
bridges slope on central pivots when 
support timbers are retracted from 
inside the compound to dump 
attackers into large spike-filled pits. 

The gatehouses are small stone 
keeps. Each is topped with a 
catapult. All firewood for the inn is 
under cover in these gatehouses, so 
fiery missiles can be hurled at 
attackers or an overrun gatehouse 
can be torched to prevent attackers 
from pouring in until the flames die 
down. 

The inn itself is of stone, with a tile 
roof. Its windows look out over the 
road, and it is topped by a lookout 
tower equipped with several multiple- 
crossbow guns called airhurlers. 

Each of these is equipped with firing 
cords and shields for a person firing 
the gun, so that the airhurlers can be 
fired directly or aimed and fired from 
the room below. 

The stables for the inn are in one 
corner of the plateau. Three fenced 
paddocks open out of them, and 
more airhurlers are located on the 
stable roof. The village that once 
straggled around the slopes of the 
inn’s height is gone. The inn staff 
and attendant businesses (a wagon 
repair shop, a smith, a trading post, 
an apothecary, and a trailwares shop 
selling rope, skillets, tarpaulins, 
tents, sledges, harness, and the like) 
are housed in a row of stout stone 




cottages along the west wall of the 
plateau. A small orchard and hedged 
gardens are the only features that 
spoil the impression of being inside 
an army castle ready for war. 

However, this elaborate fortress is 
still the same good, clean, friendly 
refuge it used to be, and it remains 
under the capable hands of Dau- 
ravyn Redbeard, once an adventurer 
of note. He’s seen evil rise in 
Dragonspear Castle and be shat¬ 
tered—only to rise again, several 
times over. He is taking no chances. 
He lives today only by the magic of a 
priest of Tempus who restored him 
to life after the last confrontation. He 
has a hired standing guard of 21 
warriors at the inn, 10 of whom are 


always on patrol along the edges of 
the High Moor, looking for trouble. 
As Dauravyn often says, looking east, 
“If it isn’t ores, it’s trolls, and if it 
isn’t trolls, it’s baatezu. If it isn’t 
baatezu, it’s dragons—and if it isn’t 
dragons, it’s something worse.” 

PLaces of IwTeResT 
) w The Wav ^ w 
Inns 

The Way Inn 


% % 

& 


% % 


The stone rooms of this new and 
solidly built stone inn are lined with 
tapestries and have fur rugs under¬ 
foot. Heavy draperies are provided to 


66 







cut the chill and breezes from the 
eastward-facing windows, each of 
which opens onto a private balcony, 
when desired. The dimly lit halls are 
also carpeted with furs. 

Beds are canopied for warmth, 
but remain simple. Each has a pull 
cord to summon service, which is 
efficient and attentive. Lighting is 
provided by brass-and-glass full- 
shuttered candle lamps. These can 
be unhooked easily and taken else¬ 
where in the event of battle. 

The Way Inn does steady trade. 
Rooms are 2 gp per night, with meal 
and bath included. Drinks are extra. 
Stabling is an extra 1 sp per night, 
and wagon or cart storage an addi¬ 
tional 1 gp per night. Wagon guards 
(sons and daughters of the inn’s 
staff] can be hired to watch over 
goods by night for 1 sp more. 

Folk who camp below the inn 
compound do so for free. They can 
enter for meals (1 sp per serving, 
drinks extra) or buy firewood (1 cp 
per armload) and water (1 cp per 
night to use the pump located in 
each gatehouse). 

Wagon wheels and axles are kept 
in stock for quick repairs. They usu¬ 
ally cost 25 gp each. The inn does a 
steady trade buying and selling 
horses, oxen, mules, and cattle. Ani¬ 
mals are typically bought at 10 gp 
under the usual price and sold at 10 
gp over, though a hard bargainer 
can reduce this spread to 6 gp either 
way. Goats provide the inn with milk 
and cheese, and wheels of a sharp, 
crumbly white cheese are made on 
the premises. Remounts too injured 


to nurse back to health find their 
way into the inn stewpots. 

The inn serves good, hearty fare, 
notably braised bustard on buns. This 
dish has a spreading reputation. It 
utilizes the stale leftovers of the large, 
oval loaves of hardbread baked at the 
inn, toasted and spread with a gravy 
based on onions, chicken livers, and 
offal from slaughtered livestock. Onto 
this are laid the cooked fragments of 
meat from bustard (plentiful on the 
moorlands, with a taste similar to 
grouse) brought back by the patrols. 
It’s simple but good—and is usually 
served hot enough to burn the mouth 
of an incautious diner badly. 

Meals are often enlivened by a 
minstrel. Redbeard hires traveling 
singers for a tenday at 5 sp per day. 

If other minstrels Redbeard likes 
arrives in the midst of another per¬ 
former’s stint, they’ll be given free 
room and board to stay on until they 
can begin their own tenday stretch. 

Although no priests are on staff at 
the inn, the Duke of Daggerford and 
his barons take turns sending a priest 
of Helm or Tempus to watch over the 
needs (and dedication) of the ducal 
militia and the hired defenders of the 
inn. Such clerics are always available 
to heal and pray for travelers. 

In short, this place may lack charm 
and any gentle beauty, but it offers 
impressive services, is well run, and 
provides a roadside refuge where one 
is sorely needed. Its reputation and 
the benefits it provides continue to 
attract clientele even in the face of the 
overshadowing, but slumbering, 
threat of Dragonspear Castle. 



ZuhJ&bizi&ge 

Named for its creator, the wizard 
Zund, this squat, massive stone 
bridge spans the River Dessarin, 
carrying the main caravan road 
south from Waterdeep down the 
Sword Coast. Zundbridge has held 
firm without repairs for over 80 
winters, despite the worst of the 
roaring Dessarin spring floods—and 
occasional collisions with the masts 
of river barges whose captains were 
too stupid, drunken, or fog blind to 
avoid such disasters. 

Waterdeep patrols the road as far 
as Zundbridge and maintains a 
guardpost there to stop the efforts 
of adventurers who come in search 



Ward Token of Zundbridge 


of a stone golem said to have been 
used by Zund in building the bridge. 
Legend says the golem was left at 
the bridge when Zund died, free to 
be taken away by any who can 
divine or stumble onto the secrets 
of commanding it. 

Over the years, seekers of the 
golem have dug around the bridge 
on both banks, swum beneath it, 
and even tried to pry stones out of 
the bridge arches. Some say the 
golem is long gone, but others 
believe it serves as one of the bridge 
supports or is buried under the road 
at either end of the bridge. 30 Legend 
also says—correctly, most mages tell 
me, though none of them will say 
how they know this, or more impor¬ 
tantly, how to do it 31 — that the 
holder of a special ward token can 
command the golem in the bridge to 
raise up arms to attack or hold 
beings on the bridge, or even to 
come out of the bridge and fight. 

This last action would destroy the 
bridge. The golem is said to obey the 
silently willed wishes of the token- 
wielder in detail, and can be com- 

30 Elminster says the golem is part of the bridge and 
can rise up to fight when properly commanded—by 
Khelben, Laeral, Maskar Wands or himself, for 
instance. This will of course shatter the bridge. Those 
wishing to see evidence of the golem’s presence need 
only cast any sort of spell that damages or tries to 
transform the bridge, he says—and stone arms will 
rise up out of the bridge to punch and grapple with the 
caster. The golem has thrice the normal strength of a 
stone golem, double the normal hit points, can move 
its arms around freely within the bridge, can sense the 
precise location of all living beings on the bridge, and 
is immune to many spells. Some spells even reflect 
back from the golem at the caster—just which ones, 
Elminster says with a grin, youll have to learn for 
yourselves. He also advises leaving the golem alone. 

31 Elminster: “And well keep it that way, thank ye.” 




manded to return into the bridge— 
which, unless the golem is destroyed 
in the battle, will restore the bridge 
into a functioning span. Supposedly, 
if two ward token wielders both tiy 
to command the golem, it will break 
free of all control and attack every 
living being it sees until destroyed, 
preferring to slay ward token wield¬ 
ers over all others. The Lords of 
Waterdeep fear that if the bridge 
were left unguarded, it would soon 
be demolished by zealous would-be 
golem owners. 

The Waterdhavian guardpost is 
equipped with a flight of three grif¬ 
fon steeds to give Waterdeep 
advance warning of the approach of 
any important visiting delegation or 
attacking force. The guardpost is a 


small stone hut and stables with a 
lookout tower and encircling wall. It 
is equipped with heavy crossbows 
mounted on tripods and aimed 
along the roads, and is warded. Any¬ 
one trying to get into the armory or 
stables without bearing the proper 
ward token is subject to three 
rounds of magic missile attacks. 

Four missiles per round will leap 
from walls, floors, and ceilings to 
smite the intruder. 

There’s no settlement at Zund- 
bridge, but there is a campground 
and water pump for the use of trav¬ 
elers. The Waterdhavian guards 
serving at the outpost are polite and 
helpful unless they are attacked or 
witness anyone disturbing the 
bridge in any manner. 





70 




The High Moor 


owadays, most folk 
think of the Moors as a 
rocky wilderness, vast 
and uninhabited— 
except by fearsome 
monsters, notably trolls. Bounded on 
the west by the Misty Forest, whose 
dim blue glades and deep groves have 
always carried a fey and whimsical, 
but deadly, reputation, and on the 
east by the yuan-ti and ophidian- 
haunted Serpent Hills, these crag- 
studded, rolling grasslands are said to 
hide the ruins of lost, long-fallen king¬ 
doms. Just which kingdoms, sages 
argue furiously over. Minstrels sing 
colorful but contradictory ballads on 
the topic, and legends are uniformly 
vague. “The bones and thrones of lost 
lands” is a favorite phrase; it is bor¬ 
rowed from a long-forgotten ballad. 

A few wolves and leucrotta are the 
most numerous predators on the 
Moor thanks to trolls, bugbears, and 
hobgoblins, who have slain most 
other large beasts of prey. Their rela¬ 
tive scarcity has allowed hooved graz¬ 
ing animals of all sorts to flourish, 
from small, sure-footed rock ponies 
to shaggy-coated sheep. Those who 
dare to venture onto the Moor can be 
assured of ready food—either theyll 
catch it, or theyll become it! Rope 
trip-traps, javelins, and arrows are 
the favored ways of bringing down 
the fleet grazing animals, although 
those with patience and a quick hand 
can dine on grouse, flunderwings, 


rabbits, and ground-dwelling moor 
rats in plenty. Large, well-armed 
bands of rounders often venture up 
onto the Moor in warm months, seek¬ 
ing horses to round up for training 
and sale elsewhere or livestock that 
can be taken away—but the greedy 
are warned that hobgoblins and 
worse always seem to find and 
ambush such large-scale intrusions. 
Small bands invariably pay for such 
attempts with most of their lives. 

Deer dwell in the Misty Forest, 
though travelers are warned that the 
elves who dwell there consider the 
forest their own private game pre¬ 
serve. The only deer outsiders can 
hunt without risking a few elven 
arrows are those that stray from the 
forest onto the moors or down into 
the coastal hill lands where the Trade 
Way runs. 

Like the Evermoors to the north of 
the Dessarin, the High Moor is stud¬ 
ded with lichen-festooned rocky out¬ 
crops, moss, breakneck gullies, and 
small rivulets of clear water that 
spring from rocks, wind among the 
rocks for a time, and then sink down 
again. It’s also shrouded by frequent 
mists. The prevailing winds are gen¬ 
tler breezes than the mist-clearing, 
chill winds of the North. 

Except in winter, frequent forays 
up onto the High Moor are mounted 
by troll-hunting Daggerford militia 
bands, hired mercenaries, or adven¬ 
turers looking for experience. One 



71 





can always count on meeting trolls, 
and usually ores or goblins as well. 
Bugbears, hobgoblins, and stronger 
foes usually skulk out of sight, battling 
intruders only when cornered or 
when the intruders are foolish 
enough to camp for the night on the 
moors. 

With the obvious exception of 
Dragonspear Castle, ruins are harder 
to find in the moorlands. Founda¬ 
tions, cellars, and underways are usu¬ 
ally all that remains—and almost all 
such serve as the lairs of monsters. 
Many towers have toppled into rock 
piles and have later been hollowed 
out to serve as tombs—which have in 
turn been plundered and then turned 
into dwellings by beasts arriving still 
later. There are also legends of magi¬ 


cally hidden castles and high houses 
that appear only in certain condi¬ 
tions, such as in full moonlight or 
deep mists, to those in the right spot. 

The porous limestone of the High 
Moor plateau, worked on by water over 
eons, has caused the many canyons, 
pools, and appearing and disappearing 
streams visitors can readily see. There 
are miles upon miles of caverns—and 
underground rivers—beneath. Such 
terrain gives ample entrance to the 
Underdark, homes to lairing beasts, 
and makes for a penetrating damp that 
serves to harbor creatures of an 
amphibious inclination. Because of 
this, the Moor is often haunting and 
dismal of nights—light a fire and attract 
monsters, or huddle together, shudder¬ 
ing, for warmth! 






DriAgohJspeAiz 

CasTLe 

Over the years, Dragonspear Castle has 
become a name equated with great 
evil—as dread a name as Hellgate Keep. 
Once the proud castle of Daeros 
Dragonspear, a famous adventurer of 
the North, Dragonspear has become a 
ruin inhabited by wave after wave of evil 
creatures. Many colorful but false leg¬ 
ends have grown up around the Castle, 
but here I’ve set down, as best I can, the 
truth about Dragonspear—as revealed 
by several great archmages 1 and corrob¬ 
orated by several tomes of lore at Can- 
dlekeep. For most readers, this will be 
the first time the tale of Dragonspear has 
been truthfully told. 

Daeros was a bearded half-dwarf, a 
magical and rare half-breed of human 
and dwarf as tall as a human, but with 
the burly physique and affinity to stone 
of a dwarf. He rescued and befriended a 
copper dragon early in his adventures, 
and after he seized a fabulous fortune in 
gems used by a beholder in an aban¬ 
doned dwarf delve to lure prey, Daeros 
decided to retire. He chose the site of the 
dragon’s lair: three low hillocks at the 
western edge of the High Moor, some 
200 miles south of Daggerford. The 
dragon, Halatathlaer, had grown tired of 
constantly fighting off thieving ores and 
goblins, but was loath to leave its home. 
Daeros gathered humans and dwarves 
loyal to him and built his castle around 
the dragon. It was a large and splendid 
structure, composed of a massive cen¬ 
tral keep surrounded by a strong ring of 


four towers (the inner ward). Around 
the keep was a spearhead-shaped outer 
wall of nine great towers. Dwarves were 
welcomed at the Castle, and a city of 
small stone cottages and delvings 
beneath them grew rapidly within the 
walls. Dwarven fighting prowess made 
Dragonspear a secure fortress and a 
place of growing influence. 

Daeros was often seen flying over the 
High Moor on the dragon’s back in 
those days. He wielded a long spear 
(some say 40 feet or longer) against foes 
on the ground and summoned his 
troops with a horn. His energetic raids 
hurled the ores and trolls back, scouring 
the moor until it seemed clear of them. 

Unfortunately, Halatathlaer was old, 
and grew weak. More than one wizard 
coveted the dragon’s hoard and used 
shape-shifting magics to spy on what was 
there and how it was guarded. One Cal- 
ishite mage, Ithtaerus, created a spell 
that allowed him to teleport the sleeping 
dragon away to the wastes. He then 
revealed what he’d done to Daeros by 
means of a magically sent vision that 
falsely showed the wizard creating a gate 
through which the dragon was taken. 

The gate was actually a portal to Avernus, 
uppermost of the nine layers of Baator 2 
—a portal that would only be activated 
by the death-blood of a mortal. The 
enraged Daeros plunged through it, 
weapons ready—and was slain by the 
wizard’s spells. The gate opened, and 
several baatezu came through it. While 
the alarmed dwarves of Dragonspear 
battled them, the wizard looted the 
dragon’s hoard at will and then returned 


^Elminster: “Thank ye. Charmed, of course.’ 
2 Known also as the Nine Hells. 




Halatathlaer to the inner ward, bound in central keep, and blasted him with its 

magical slumber. acid until his bones crumbled to powder. 

Then the evil mage called upon several The castle was left as a shattered ruin, 
dragons he knew, telling them that the eagerly raided by ores, hobgoblins, bug- 

copper dragon of Dragonspear slept, bears, goblins, and trolls from the moor 
near death, and it and its hoard were until all the dwarves were dead or had 

easy prey. Three young and ambitious fled. The serpentmen even sent a large 

dragons heeded and took wing to war party to search it for magic, and 

Dragonspear. They met over the fortress they bore away all they found, 
and fought, destroying Halatathlaer and Then hobgoblin chieftains seized the 
much of the castle before slaughtering castle, They used it as a base from which 
each other. The last survivor, a black to raid the caravan road and the lands 
dragon named Sharndrel, was enraged around; gathering ores and trolls into 
to find the hoard it had fought so hard for ever-larger bands until Waterdeep and 

looted so that only coins were left, and Baldur’s Gate raised armies and cleaned 

barely enough of them for the wyrm to the castle out. The victors set an armed 

bed down on. It went seeking the tri- temple to Tempus (called the Hold of the 

umphant and overconfident Ithtaerus, Battle Lions) in the cellars to guard 
found him gloating over the best wine of against creatures using the gate, for it 

the castle in the upper chambers of the seemed indestructible. Some spell laid 


7Ar 






on it hurled back magics used against it 
and sent forth ghosts of creatures slain in 
the castle to attack those approaching it 

Seasons passed, and more baatezu in 
Avemus discovered the other end of the 
planar link. Stealthily at first, and then in 
greater numbers, they came through 
into Toril, overwhelmed the temple, and 
took the castle as their own. It is this foul 
evil that was recently broken and driven 
back to Avemus. Though the gate was 
magically sealed, most folk believe that it 
will be reopened again and that the stain 
of evil will never leave the castle now. 

Today, the outer wall of the castle is 
breached and broken in many places. Its 
great gate is a gaping hole, and from there 
a road leads straight to the inner gate, 
whose doors have also fallen. Though the 
inner ward is still a defensible—if crum¬ 
bling — fortress, the former city between it 
and the outer wall has become scmb veg¬ 
etation, pits (the former cellar delves of 
the dwarves), and heaps of stony rubble. 
The central keep is a blasted shell, the 
gigantic skeleton of a dragon draped over 
the broken walls, and the interior floors 
fallen in. Most of the surrounding inner 
ward towers stand relatively intact. Trav¬ 
elers fleeing from trolls, brigands, or 
worse in this area could take refuge in 
one of these and defend it. 

Beneath the castle flows an under¬ 
ground river. It runs from an unknown 
source north into the Misty Forest, and 
there turns abruptly southeast. It can be 
entered from a certain cavern in the 
eastern reaches of the forest, and its 
main passage is large enough to be navi¬ 
gable by boats, although many lurking 
monsters, drownhole side passages, and 
whirlpools make this a dangerous route. 


The river mns southeast along the edge 
of the moor, and then turns northeast 
and passes under the southwest tower 
of the castle’s inner ward. There it con¬ 
nects with a trapdoor and shaft in the 
cellar once used for waste disposal. It 
flows swiftly on to a large and perma¬ 
nent whirlpool and thence drains down 
to unexplored depths in the Underdark. 
If one wins past the whirlpool, the river 
mns on to emerge as a waterfall in a 
ravine (one of many such clefts in the 
High Moor), where it flows out into a 
small pool. The pool drains away into 
the depths again, 

Dragonspear Castle is still a popular 
destination for adventurers and 
thrillseekers. Many poke about in the 
half-revealed dwarven cellars—but any¬ 
thing that can be found easily has been 
carried away already, and trolls and ores 
lurk in the mins, awaiting prey. Brigands 
use the castle, and more than one misty 
night has seen a wild spell battle 
between rival adventuring bands caused 
by brigand trickery. The outlaws lie in 
wait after setting in motion their plan, 
and hope to seize gear, wealth, and 
magic from the weakened survivors—or 
dead victims—of the misunderstanding 
they’ve brought about. 

Every season brings new plans for the 
rebuilding of Dragonspear Castle in the 
taverns of Daggerford, Waterdeep, Scor- 
nubel, and Baldur’s Gate, but somehow 
such plans come to naught. Some say it 
is the castle’s ill luck, caused by the great 
evil of the baatezu. Others blame covert 
work by brigand “lords,” the Zhentarim, 
and the Cult of the Dragon, all of whom 
either want the castle for their own or 
want it to stay a min. 


75 



Hammer Hall 

West of Mt. Hlim, near the shores of 
Highstar Lake, is a pit half full of 
loose rubble. An opening cut in its 
rock walls leads into the Halls of the 
Hammer, a long-abandoned dwarf 
hold. 

Nearby stands Hammer Hall, a log 
house and stables encircled by a pal¬ 
isade. Hammer Hall was built by an 
adventuring group who called them¬ 
selves the Men of Hammer Hall as a 
base to explore the dwarf hold from. 
On several occasions the adventur¬ 
ers, who hailed from Waterdeep, 
fought off trolls, ores, and bugbears 
from this fortified home—but they 
went north several years ago, and 
have not been heard from since. 

Hammer Hall has reportedly been 
broken into several times. I found it 
deserted, and with stones dug up in 
a corner to reveal a storage niche 
(empty, of course). It remains, how¬ 
ever, a stout building offering shelter 
to travelers in this wilderness area. 
Stacked, dry firewood even waits 
beside its main chimney! 

The humanoids that roam the 
High Moor know its location, of 
course, and can be expected to 
attack anyone seen traveling to it. 
Wood smoke will draw them, of 
course, but in a blizzard or blinding 
rainstorm, Hammer Hall may prove 
a refuge worth the harrying. The 
design of its entrance forces intrud¬ 
ers to make a sharp turn down a 
wooden hall, or chute, fitted with 


ports for archers or spearmen to 
attack from. A lone swordfighter can 
hold the narrow entryway beyond. 

Inevitably, rumors have spread of 
treasure buried by the adventurers 
in Hammer Hall and not recovered. 
The dug-over state of the grounds 
suggests that many have come look¬ 
ing, but none have found. 

Rich treasure may well lie in the 
dwarf hold. The Men of Hammer 
Hall told a bard of their adventures 
once, and the tale he recounts has 
been echoed by later adventuring 
groups. The dwarf hold (the Halls of 
the Hammer) is said to have a large 
central chamber wherein a hundred 
human corpses dangle from the ceil¬ 
ing in a forest of chains—an illusion 
that vanishes and reappears from 
time to time, for no known reason. At 
least five watchghosts (powerful 
wraithlike things) 3 roam the halls 
beyond, guarding a glowing magical 
war hammer that floats by itself in a 
chamber guarded by helmed hor¬ 
rors 4 and magical defenses. What 
powers the awesome-looking ham¬ 
mer possesses, who put it there and 
why, and how to win past its 
defenses are all mysteries as yet 
unsolved. Seeking the answers has 
killed at least 20 daring but unlucky 
women and men thus far. 

Adventurers wishing to join in this 
deadly game are advised that the pit 
with the opening into the dwarf hold 
can be found by traveling south and 
east from Highstar Lake, following a 
line of three hills whose tops are all 


Encountered in Undermountain, beneath Waterdeep, as well as elsewhere in the Realms. 

4 These magical constructs are fully detailed in the Forgotten Realms Campaign Setting boxed set. 




bare rock. The hill closest to the lake 
has a spring gushing from it that 
joins the waters of the lake, and it is 
the only crag on the eastern shore of 
the lake with a spring that does so. 

Highstar is an eerily beautiful lake 
of clear water that the dwarves 
believe has magical properties. The 
lake has many other names, and so 
often appears without a name on 
many maps of the area. It is the large 
lake in the northern reaches of the 
High Moor and is usually the only 
lake shown anywhere near that 
locale. Called Dauerimlakh by the 
dwarves and Evendim by the elves, 
this body of crystal water has several 
names among humans, and some 
folk travel days just to see it, risking 
monster attacks. 



One human legend of the lake 
speaks of it holding in its depths a 
drowned temple to an unknown or 
lost goddess, but the most popular 
tavern tale of the Coast lands says the 
lake holds magical treasure in its 
depths—a sunken Netherese airship 
crammed with gems and magic. The 
wreck is guarded by undead wizards, 
the tale goes, who seek to steal the 
bodies of the living for their own use. 
They jealously and persistently stalk 
adventurers who take something 
from the ship and then escape. They 
walk by night and leave trails of slimy 
water, following their prey clear 
across the known Realms to get their 
belongings back. Supposedly, if they 
kill a thief, they steal his or her body 
for their own twisted uses. 









OnzogoTh 

In the heart of the High Moor stands 
a notorious ruin—a beacon for trea- 
sureseekers from all over the Sword 
Coast, especially Amn. 3 Tales of heaps 
of gems caught the imagination of 
greedy Amman merchants so 
strongly that Orogoth found its way 
into the lore learned by every wide- 
eyed child. No guidebook to the Coast 
is complete without mention of this 
lure for adventurers—a lure that 
brings swift death to almost all who 
seek it. 

Orogoth was a gigantic, sprawling 
villa, the luxurious home of a 
Netherese family of cruelty, idle 
wealth, and magical might. They dab¬ 
bled in strange magical experiments 
involving captured dragons—yes, 
their magic was that strong—with the 
aim of gaining dragon powers for 
themselves. Most accounts say the 
senior mages of the Orogoth family 
perfected not only means of acquiring 
dragon powers, but also of taking on 
dragon shape. The tales go on to say 
that they flew away in dragon form 
and never returned. Some tales swear 
they were trapped in dragon shape 
when their human bodies collapsed 
under the strain of changing, and a 
hasty retreat into dragon shape was 
all that saved their lives. Other 
accounts say they preferred dragon 
form, and still others that they were 
magically bound into dragon shape 
by treacherous young relatives. 

The elders vanished, and Orogoth 
became the playground of the arro¬ 


gant, spoiled, willful, cruel family 
members, who magically compelled 
dragons—perhaps their shape- 
changed elders, perhaps not—to 
wing about the Realms, seizing 
treasure, and bringing it back for 
the amusement of the young 
Orogoths. This treasure was usually 
acquired by slaying other dragons 
and seizing their hoards, but also by 
tearing open castles and plundering 
known treasuries within. A dragon¬ 
like hoard of heaped treasure 
accumulated. 

Inevitably, there was strife among 
the proud younglings, resulting in 
some sort of titanic battle. Some say it 
was over some magically mighty 
plundered item, but it is clear that 
dragons were blasted from the sky. 
Orogoths died screaming as they 
burned like torches, towers were 
toppled—and when all was done, the 
villa was a ruin, the Orogoths were 
dead or fled away, and all that 
remained to guard the treasure was a 
dracolich (an undead dragon, the 
result of some horrible spell). 

Ever since, adventurers and the 
Cult of the Dragon have come to the 
ruins to seize the treasure—and been 
killed, transformed into beast shape, 
or sent fleeing across the Moor. Some 
folk say other dragons aid the draco¬ 
lich in defending the hoard, or that 
one or more deranged surviving Oro¬ 
goths lurk, invisible, in the ruins, 
wielding strange and awesome spells 
and magical items. Whatever the 
truth, Orogoth remains a deadly fasci¬ 
nation to all who have heard of it. 


5 0rogoth’s location is shown on the map found in the entry on Xonthal’s Tower, in the chapter on the Backlands. 




SeoombeR 

This village of 900 folk rests on the 
northwestern bank of the confluence of 
the Unicorn Run, the cool, clear river 
that runs down from the mysterious 
heart of the High Forest, and the Delim- 
biyr, the watery road to the eastern 
wildernesses of the High Frontier. Sec- 
omber stands on three hills, atop the 
western fringes of a once-mighty city 
that was, if legends are true, the proud 
capital of the long-ago human realm of 
Athalantar, Kingdom of the Stag. Folk 
digging cellars in Secomber usually turn 
up old cobbles and stone walls. Inadver¬ 
tently freed gargoyles are a fearsome, 
recurring problem, but sometimes mag¬ 
ical treasures are unearthed. The fallen 
city is said to have been ruled by mages. 

Secomber is a peaceful, rather bor¬ 
ing village of fisherfolk, farmers, stone¬ 
cutters, and hired guides and guards 
for the frequent caravan traffic. The 
holdings of the farmers fan out north¬ 
west of the village, and the fisherfolk 
make a meager living spearing and 
drag-netting fish and freshwater crabs 
from small skiffs on the two rivers. The 
stonecutters manage a decent living 
quariying slabs of pink granite from 
the cliffs that mark the northern edge 
of the High Moor. 

Roughly half of all Secomberites are 
human. Almost as many are halflings, 
whose low, garden-adorned homes 
make the hills of the village seem more 
a terraced estate than a settlement. The 
remainder of the citizeniy are a few 
dwarves of the Ironeater clan and a 
scattering of gnomes and moon elves. 

Secomber has a garrison of 30 sol¬ 


diers provided by the Lords’ Alliance. 
They dwell in a small palisaded fort atop 
one of the hills and train a hundred or 
so locals in swordwork and rudimen¬ 
tary tactics. Many of these swingswords 
hire out as caravan guards. 

The garrison is led by the Lord of Sec¬ 
omber, Traskar Selarn, a ranger of some 
fame. The garrison patrols the farmland 
and vicinity diligently, capably dealing 
with the few ore and bugbear raids that 
get this far west. If it has to defend the 
village, pitched battles in the tree-girt, 
unfortified hills are likely but the 
defenders will be aided by an iron golem 
and two stone, beast-headed, winged 
golems provided by the mage Amelior 
Amanitas—and by the mage himself if 
he’s at home. The winged golems look 
rather like giant gargoyles, but can’t fly. 

Lord Traskar has made sure that 
adventurers are welcome in Secomber, 
and many adventuring bands use the vil¬ 
lage as a supply base for treasurehunt¬ 
ing forays. Secomber is also known for 
its gardens and eccentric architecture. 





Waterdhavian villas. Locals come 
here to meet and chat. Merchants 
come here to do business and to hire 
guards. It’s a hard spot to miss. It has 
a huge hitching rail outside, 
overlooked by a floating, glowing, 
faintly playing harp. The harp is not 
an item, but a permanent spell 
created by local mage Amelior 
Amanitas. It’s not solid, and can’t be 
disturbed. 

The Place 

Cramped and crammed with com¬ 
fortable but mismatched furniture, 
this place sports low ceilings, lots of 
odd corners, and a servants’ passage 
that branches out in all directions 
from the bar, its entrances hidden by 
tapestries. Beware when chatting, 



The 

Sevesj-STtilsjged Harp 


Tavern 


0000 


This tavern stands at the meeting of 
two winding lanes in the lowest spot 
in town, which is beside a horse 
pond in the center of the bowl 
between the three hills Secomber is 
built on. It is a ramshackle, 
sprawling building of many wings, 
varying roof sections, and little bay 
windows and cupolas. It’s easy to get 
lost inside, what with all the alcoves, 
the general dimness, odd steps up 
and down, and the prevalence of odd 
pieces of furniture and old tapestries 
salvaged from half a hundred old 


















lest you be overheard by someone 
standing behind the nearest tapestiy. 
(Suddenly thrusting blades through a 
tapestiy to discourage listeners is 
considered bad form.) The Harp is 
dimly lit by a few wandering, blue- 
hued driftglobes. Its layout consists 
of many passages and rooms open¬ 
ing off a central taproom. 

The PtiospecT 

This tavern is a place of pilgrimage 
for many minstrels and bards in west¬ 
ern Faerun. It’s famous as the place 
where “The Ballad of the Dream 
Weaver” was first heard. There’s 
rarely a night without three to seven 
bardish sorts in attendance, playing 
for free, as tradition demands. Their 
presence makes this a noisy—but 


thankfully melodic—place. It’s a fasci¬ 
nating place to watch people, too, 
with adventurers, pipe-smoking 
halflings, dancing gnomes, and gam¬ 
bling elves on all sides—but it’s not a 
quiet place to relax or a place to con¬ 
duct business best kept private. 

The Przov&sideji 

The staff of the Harp tends to be of 
the young, female, beautiful, long¬ 
haired, graceful, would-be-harpist 
sort. These lasses cheerfully serve out 
kegfuls of drinkables, salted biscuits 
spread with snails or smallfish (if you 
order them so), and gurdats (pan¬ 
fried and pepper-spiced mushrooms 
rolled in melted cheese). These are 
served with a white, cool, minty wine, 
if requested. 


81 




I cast my net in the sea of night 
And bring back a catch of glittering dreams. 

Which will you have, proud lady, laughing lady ? 6 
Tins bright one, perhaps, or that? 

Gleaming silver-blue, winking at you 
With its own mysterious, inner light, 

It is so beautiful. 

Yet so is that one, and that, and this, too. 

I cannot choose. 

Take them all. 

Take them all! 

• Talanthe Truesilver, Bard, "The Ballad of the Dream Weaver" 


The Prices 

Ale is 3 cp per tankard (large, battered 
pewter things, not meager cups), 
stout is 5 cp per tankard, and minty 
wine and local aszunder are 6 cp per 
tallglass. All other wines are 8 cp a 
glass or more. 

All servings of provender are 1 sp a 
plate. Most patrons will find a plate 
makes a light meal. Two plates would 
serve as a nice, but unspectacular, 
eveningfeast. Ale can also be ordered by 
the hand keg, at 6 cp. Throwing hand 
kegs in the taproom is frowned upon. 

TizAveLens’ Lone 

About 40 winters ago, this tavern was 


just as ramshackle, but lacked its 
name and wide reputation. It was 
then called simply the Stag. Then a 
young, half-elven lady bard by the 
name of Talanthe Truesilver sat 
down in the taproom one night and 
performed a ballad that has become 
one of the most famous and widely 
performed songs in all the Realms. 

Today, minstrels use “The Ballad 
of the Dream Weaver” as the long 
heart of a set of songs and as a sort 
of latest rumors compilation, adding 
favorite legends, strange sights 
they’ve seen, and the like as verses. 
Patrons of the Harp are proud that it 
was heard here first. 


6 A female singer changes the last half of the third line to “proud lord, laughing lord.” All minstrels weave strange 
sights they’ve seen—hints of hidden treasure, lost legends, and intrigue—into this famous ballad. As a result, the 
verses of this song vary greatly from performer to performer, but the refrain given here, used to open and end the 
piece, is music famous all over Faerun. Elminster admits he’s only a rough hand at music—though he’s a nice 
smoky baritone and has heard a lot of music over his long life—and can’t write down tunes as we do. He says this 
ballad can be sung—slowly, drawing out the words—to the tune of the traditional Celtic song of our world, “Dawn 
of the Day.” It’s not the right tune, according to the Old Mage, but captures the right mood. 


82 




The S)Mg)wg Sprite 

Inn 



This inn faces the Seven-Stringed 
Harp across a rather muddy meeting 
of lanes. The Sprite is a slate-shingled, 
many-gabled, solid-looking stone 
building that is cold and damp in 
winter, and warmer and damp in 
summer. Its pleasant staff sets the 
tone for your visit, and it offers meet¬ 
ing rooms for hire (that Secomberites 
use constantly) and a superior feast¬ 
ing board. The innkeeper on duty is 
Heverseer Windfeather or one of his 
three brothers—they take shifts. 

The Place 

The Singing Sprite is named for Lath- 
iril Shrune, the long-dead wife of its 
builder, a human wizard by the name 
of Ganatharas. She was a sprite, and 
sang atop tables to the delight of 
patrons. The present owners, the 
gnome family of Windfeather, don’t 
go in for such performances—not 
with the Harp right across the road. 

The inn has stone walls slathered 
with cream-colored plaster and hung 
with tapestries that look as if they 
once did service on some colorblind 
Calishite’s harem beds (and probably 
did, too). The floors are dark, pol¬ 
ished duskwood—just the thing for 
sliding the length of a hall on one’s 
behind if one isn’t careful, and apt to 
creak when one is walking about late 
at night with a crack a loud as any 
arquebus. The furnishings are old, 
massive, and comfortable—and every 
room comes with its own portable 


(portable by two strong people, that 
is) polished copper bathtub. 

The centerpiece of any stay at the 
Sprite, however, is the common din¬ 
ing room: an airy, plant-hung cham¬ 
ber with large windows overlooking 
the intersection outside. Most guests 
get very used to it—and do so gladly. 

The Pkov&K id&K 

Food at the Sprite is a treat. The 
dining room never closes, and it 
serves some dishes that make my 
mouth water just remembering them. 
Foremost of these is a dish known as 
Three Crabs. This, naturally enough, 
is three soft-shelled green river crabs 
yielded up locally by the Delimbiyr. 
These are served whole, with only the 
eyes, mouth, and stomach removed. 
Cooked in fat until golden brown, 
they face each other on a round 
toasted loaf of flatbread that has been 
spread with chopped greens and a 
white sauce of cooked leeks and 
garlic, parsley vinegar, and beaten 
egg yolks. 

The light side dish that usually 
accompanies everything else in this din¬ 
ing room is A Trio of Trumpets. This is a 
plate of three fried, crisp crackers, each 
as long as a human’s hand. These trum¬ 
pets are horn-shaped crackers stuffed 
with melted white cheese, chopped 
nuts, and fried mushrooms. 

Roast lamb, venison, and beef 
make up most of the dishes at the 
Sprite, but there’s another surprise 
not to be sneered at: a truly revolting- 
looking dish known as the Hungry 
Knight. The Hungry Knight is a plate 
of flatbread rolls stuffed with chicken 


85 




rcwL Stew 

Take ye a wild. lixA ox pcultxy lixA, kill akA pluck it. 
Elte, if ye k&ve ko ute fin tke featkext, xpit it akA kclA it 
Ak fjLaxKe*. V/keK tke featkex* catck, let it lla^e. Tke xkiK 
will HackeK o-kA cxack, akA xc caw le /wh off. tipAtt 
tke fowl altKOit kxow k. Tke*. -cleave it Ik fcux paxt*, akA 
CAit tkefK iKtc a pit kalf full of wihe. 

Let xitKtKex over fLvtKet wkile ye xkAkcc ckLok* akA 
AKy -toft Ox wxinkleA fxuit ye xKAy kave, akA tkcK cait 
tkexe euttxKfti x/K. TkeK aAA to tke pot kAKAfuh- of cxuikeA 
AxxeA XAfee, tkyxKe, akA a pxKck of ciKKAtKOK ox £xoukA 
clovex. Tke -txOK^-xtcfKAckeA cfteK aAA cxutkeA fxexk Qaxlic. 

If ye kave AKy colA ckoppeA potatoes ox leftovex Ixotk, 
aAA a* well—lut xkAkA ye i /Hcxe&xe tke Axy xpicet at leAit 
two ka^vAfuli xKCxe. 

^ f\AA Otkex 4ea4CKiK%* to taxte. 



livers fried in garlic butter, and gar¬ 
nished with diced pepper potatoes 
and dill. Its savor is wonderful! 

I often rose from my table groan¬ 
ing, while the stout, beaming gnome 
servers urged still more food on me. I 
persuaded the cooks to let me set 
down the plainest of their recipes, for 
fowl stew, because they do this stan¬ 
dard fare so well. 

At the Sprite they use damaged birds 
and leftovers for this stew. After speak¬ 
ing with the cooks for the time it took 
them to empty three bottles of wine 
(not long, I assure you), I can add the 
following note to this recipe: The other 
seasonings referred to are most often 
parsley, pepper, garlic, and salt. 

Whole fowl, however, are usually 


spitted, crisped over an open fire, and 
then simmered in broth until needed 
for serving. Then they are drained, put 
over flames again briefly, and served on 
a platter drenched in warm cream and 
accompanied with steamed greens 
(bought for 1 cp per basket from citi¬ 
zens of Secomber, most of whom have 
lush gardens). Some of the cooks add 
snails, oysters, or chopped nuts to the 
cream as it is warmed. 

This cooking method can also be 
applied to the heart, lungs, liver, and 
innards of venison and boar. Take care 
to chop them finely and cook long 
enough, stirring and adding wine as 
necessary, until the bits are all softened 
and much turned to gravy. 

I’ve heard this same cooking 


84 



method can serve for giant eagle, Rooms are 10 gp to 17 gp per night 

though it dries out easily, and three or (varying by size and location), which 

more eggs should be cracked and includes hot baths, clothes-mending 

drained into the pot during the sim- services, and stabling. 

mering. The dark flesh of the eagle ( 

emits a brown foam when cooking, T KAV&L&KS LOK.& 

which is the fat that keeps it warm The Sprite has several secret rooms 

aloft. Skim this off when it appears, (actually storage closets), which the 

and when no more is seen, it is done. innkeeper allows guests to use for 1 gp 

per night. One of these rooms has mys- 

TY)& Pk)c&S terious chamber network maps (trea- 

Mead, milk, and wine are all 2 gp per sure maps?) scratched on its walls. The 

tallglass, and ale is 6 cp per tankard. Windfeathers charge 5 gp to look at 

All platters and stew bowls are 7 gp, these, and they claim they show cham- 

but this includes two tallglasses or bers in a lost dwarven hold somewhere 

tankards, hot rolls with butter, and nearby— just where, they’re not sure, 

biscuits. These side dishes are The hold, Firehammer Hold, is said to 

enough for a servant to dine on while hide rich treasure. The dwarves all per- 
the master polishes off the main dish. ished through disease. 



A Partial View of the “Treasure Maps” (The Writings are in a Forgotten Tongue) 


85 












Fields of the Dead 


ew merchants, rangers, 
shepherds, and guides 
claim to know every 
rolling hill or ravine in 
the vast grasslands 
known as the Fields of the Dead and 
called wryly by some: “A tenday ride 
that starts halfway to anywhere, and 
ends up halfway to anywhere.” Fewer 
still really know their way around the 
seemingly endless open lands where 
every grassy slope looks just like the 
next and small rock outcrops, crags, 
and stands of trees serve as major 
landmarks. The bards sing that every 
second hill is built of the heaped bod¬ 
ies of the fallen—and they’re not very 
far wrong. 

The Fields are named for their 
recurring use as a battleground: first 
between humans from warmer 
lands invading the territories of 
nomadic gnoll, goblin, and ore 
tribes; later between Calishite fac¬ 
tions vying for access to the 
resource-rich North; and still later 
between proud and expansionist 
Calishite and human settlements 
struggling (successfully, thus far) to 
retain their independence. Thou¬ 
sands upon thousands of skirmishes 
have occurred in these largely track¬ 
less hills, from a few brigands or 
kobolds trying to raid the livestock 
of traveling drovers up to clashes 
between hosts of knights in full 
armor, each side filling several thou¬ 
sand saddles. 


Rich treasure—the scattered 
coins of many soldiers, and magical 
armor, swords, and riding equip¬ 
ment in plenty—is said to lie buried 
all over the Fields. Although such 
tales have a tendency to be exagger¬ 
ated, in this case they’re founded on 
solid truth. Expeditions of young 
Amnian or Waterdhavian women 
and men sent forth by their parents 
to make their own fortunes in the 
world often come here to dig in this 
or that promising knoll in search of 
lost riches and magic among the 
jumbled bones of the (often hastily 
buried) dead. 

Sometimes they find more than 
they were looking for, inadvertently 
freeing undead or murderous magi¬ 
cally animated creatures from long 
ago, or triggering ancient magical 
traps set to guard the remains of 
those troubled dead hastily buried 
after dying in battle. Often they 
must dodge the arrows or crossbow 
bolts of brigands or roving bugbear, 
gnoll, ore, or hobgoblin bands—or 
the trickeries of passing unscrupu¬ 
lous merchants or mercenaries. 
They make their ways back to cities 
with rich booty often enough, how¬ 
ever, to keep new tales of riches 
making the rounds of the Sword 
Coast—and to keep such expedi¬ 
tions coming. 

In addition to hills and grasslands, 
features of the Fields include many 
small shepherds’ cottages and small 



87 




walled holds’ close to larger settle¬ 
ments or the roads. In fact, there are 
far too many to cover in a book a full 
three times the size of this one. 

Stories tell of draw tunneling up 
to the surface world in many iso¬ 
lated locales in the Fields to begin 
raiding or to establish slave-trading 
connections. Both yuan-ti and 
ophidian settlements exist in caverns 
in the Serpent Hills nearby, settle¬ 
ments that constantly raid caravan 
traffic, patrol the grasslands for 
miles, and seek to expand their 
influence over ever-wider areas in 
the Fields below the High Moor. 
When winter weather drives these 
snakefolk underground, the trolls of 


the Moor are usually driven down to 
forage in the Fields by hunger. 

All these activities make the Fields 
a busy—and dangerous—place. 
Those who travel the Coast lands 
between Waterdeep and points 
north to Anm and the Empires of the 
Sands inevitably pass through the 
Fields of the Dead. Those who do so 
unprepared often join the ranks of 
the fallen who lie here so plentifully. 

Priests can be hired in many 
places in and around the Fields to 
accompany caravans and deal with 
any restless spirits encountered 
along the way—but these good folk 
are reluctant to join bands too small 
to protect them or adventurers 
who 11 deliberately take them into 
danger. Look for shields hung on 
shop walls that bear the hand of 
Helm, the bound hands of Ilmater, 
the clawed hand of Malar, the star- 
encircled eyes of Selune, or the 
flaming sword of Tempus. 

Lay worshipers, who are usually 
warriors trained by the clergy and 
often competent as guides to the 
area, may be hired for a temple 
donation of 25 gp plus 2 gp per day, 
plus food and water. At least half the 
fee is payable in advance to the tem¬ 
ple or hiring shrine. Priests cost 4 gp 
per day, plus 1 gp per day per level— 
and priests of greater than 7th level 
simply can’t be had unless your mis¬ 
sion or trip is vital to furthering the 
aims of the particular deity or the 
ongoing activities of that priesthood. 
Get a guide of some sort! 


^These holds are home to a few farmers under the protection of a minor knight or successful warrior who rules 
as a self-styled lord as far as his blade will reach. 


88 






BoAResI cy^ 

Bizlb ge 

This bridge over the Winding Water 
was first built by the famous adven¬ 
turer Boareskyr. Over the centuries, 
several bridges have stood here, the 
most recent built after the Time of 
Troubles. For most of those years, a 
“temporary” tent trading city has 
stood hard by the river crossing. 

Travelers in the Fields of the Dead 
are warned not to drink the waters 
of the Winding Water downstream of 
the Bridge or for about half a day’s 
travel upstream. They were poi¬ 
soned during the Time of Troubles 
in a battle between Cyric and Bhaal. 

The present Bridge commemo¬ 
rates this event. Statues to the two 
gods stand at either end of the stone 
span, which is wide enough for two 
large wagons to pass each other and 
has waist-high rampart walls as 
thick as three adult human males 
standing together. By tradition, no 
toll can be charged for crossing the 
bridge, and no buildings can be 
erected on it or so as to block a clear 
road on and off it. 

Today, Boareskyr Bridge numbers 
about 70 tents and wagons in sum¬ 
mer (plus those of visiting caravans), 
and about half that number in win¬ 
ter. The community exists to provide 
travelers with food, water, remounts, 
wagon repairs, and the like. It has 
evolved into a trading center where 
goods are exchanged between mer¬ 
chants, or wagons leave one caravan 
and stop over, awaiting another 

2 Aluena is a N hf W9. 


bound for the same destination 
they’re heading for. 

The community of Boareskyr 
Bridge lacks any permanent features 
except a rough stone fort (known as 
Bridgefort) surrounded by a now-poi¬ 
soned moat. Inhabitants can retreat 
into this structure in the case of heavy 
winter attacks from trolls, goblinkin, 
or brigands—a frequent occurrence. 

Like the similarly makeshift city of 
Scornubel, wheeling and dealing is 
the order of the day in Boareskyr 
Bridge. Law and order is maintained 
by one’s own sword or crossbow. Sev¬ 
eral enterprising local merchants do 
steady trade selling light crossbows 
and hand crossbows with regular or 
sleep-envenomed crossbow bolts. 

The law in the Bridge, such as it 
is, is the word of powerful adventur¬ 
ers—notably the warrior Barim 
Stagwinter and Theskul Mirroreye, 
priest of Tyr, and their companions 
and allies. Barim and Theskul seem 
to be working toward walling in the 
Bridge community to make a proper 
city of it. 

Rich merchants come here seek¬ 
ing the sorceress Aluena Halacanter, 
who raises pegasi at her estate, 
Heartwing, upriver of the Bridge 
where the water still runs clear. 2 
Trained steeds cost 5,000 gp each, 
but Aluena is reluctant to sell them 
to those who’ll mistreat them or 
who’ll simply resell them quickly to 
someone who will. Buyers must sat¬ 
isfy her under magically assisted 
questioning. Aluena is rumored to 
be a Harper. 


89 





Durdag } $ Toujeri 

This massive, isolated keep stands atop 
a rock pinnacle south of the Wood of 
Sharp Teeth. Only adventurers should 
approach this seemingly deserted 
fortress—death awaits within. 

The tower was built by Durlag Troll- 
killer, son of Bolhur “Thunderaxe” the 
Clanless. Durlag was a great hero of 
the dwarves, an adventurer who slew 
several dragons single-handedly and 
over a long and successful career 
amassed a great hoard of treasure. One 
dwarf who dwelt in the tower with 
Durlag for a time spoke of rooms full of 
gems and a great hall strewn with 
dusty heaps of gold coins. “We took 
what we needed, freely,” he said. 

With the aid of hired dwarves, 

Durlag dug many chambers and pas¬ 
sages in the tor and raised the lone 
tower above it, planning it as a seat 
where he could found a dwarven com¬ 
munity and grow old in peace, sur¬ 
rounded by happy, prosperous kin. 

Instead, dopplegangers, organized 
and aided by foul mind flayers, slew 
and impersonated Durlag’s compan¬ 
ions. After the shocked dwarf discov¬ 
ered the first impersonation, he was 
attacked by all the others and spent a 
terror-filled tenday frantically fighting 
his way around his own fortress, 
chased by monsters who wore dwar¬ 
ven forms but sought his death. 

In the end, alone and victorious, he 
was powerless to stop the last fleeing 
pair of illithids. Fearful they’d return, 
Durlag hired the best craftfolk he 
could find in Waterdeep and Never- 
winter and began to rebuild his tower 


and the tor beneath as an elaborate 
succession of traps, magical wards, 
secret passages, sliding prison cham¬ 
bers, and triggered weapons—perhaps 
the most extensive assembly of such 
deadly devices in all Faerun. A succes¬ 
sion of spell wards were added, linked 
to at least three ward tokens. Unfortu¬ 
nately, no one alive today knows just 
which tokens control what areas. All 
three function as keys to pass magically 
held doors. 

These traps are known to include 
shield portals, which are carved stone 
shields linked magically so that a dart, 
axe, or other missile weapon hurled 
into one would emerge from another, 
elsewhere in the tower. The shields 
themselves function as permanent wiz¬ 
ard eyes or crystal balls, allowing an 
unseen watcher to observe from afar. 

Other traps include massive stone 
swing-hammers set behind false doors. 
When the doors are opened, a massive 
stone ram bursts forward from behind 
them to smash intruders against a far 
wall. There are also climbing shafts 
inset with ladders of metal rungs. 
Touching certain rungs causes all of 
them to retract into the stone so that 
climbers fall, or triggers metal blades 
to shoot out from the seams between 
the stone wall blocks, transfixing 
climbers. 

Deeply suspicious of all Faerun— 
anyone could be a foe seeking to betray 
him for his gold!—Durlag retreated 
inside his tower, defending it against 
the adventurers he knew would come, 
lured by tales the trapbuilders would 
inevitably tell. They came—and fell or 
fled before the traps and the axe of 


90 




Durlag himself, who would creep up notes of earlier bands. Every year, they 

via secret passages to strike from the get a room or two deeper into the 

shadows. deadly maze before giving up and 

For several centuries things went on bringing back the bodies of those vic- 
like this, as the increasingly eccentric tims they could get out. 

Durlag lived on fungi and mushrooms Unfortunately, in recent years the 

growing in the deepest caverns—and, tower has acquired new inhabitants: a 

it is cruelly whispered, the bodies of dozen or more will o’ wisps that seem 

intruders (although this has never to work in organized groups to battle 

been substantiated). At length he died, those who win past the traps, and that 

and presumably his bones still lie in feed on those who perish in them, 
some inner room or passage, Some say the will o’ wisps are led or 

guarded—along with his riches—by directed by a gigantic wisp with fey 

the thousands of traps built to defend spell-hurling powers, but others report 
his home. seeing illithids accompanying the 

Every season adventurers mount wisps. Some hold the view that the 

new expeditions to Durlag’s Tower mind flayers are controlling the wisps, 

from Baldur’s Gate and Waterdeep, and others that the mind flayers are 

armed by the exhaustive maps and servants of the rumored Over-Wisp 







just as the lesser wisps are. The truth 
remains a mystery for now—and will 
be revealed, I suspect, only at a very 
high price in the lives of adventurers. 

Still, there seems as yet no shortage 
of reckless seekers-after-adventure, 
and every season more journey to 
Durlag’s Tower to try to win his gold— 
and the reputation that seizing it will 
bring. Certain shops in Baldur’s Gate, 
Waterdeep, Athkatla, and on the isle of 
Mintarn do a brisk trade selling ward 
tokens to Durlag’s Tower. 

Some of these are undoubtedly 
false—how many such keys would a 
wary-minded veteran adventurer leave 
lying about, anyway?—but some are 
certainly real (they’ve worked in the 
tower). They can be rented from Bal- 
durian concerns (ask at the Blushing 
Mermaid) for 1,000 gp per month or 
more each summer by adventurers 
dazzled by thoughts of gold and glory. 
A trio of these are depicted on the pre¬ 
vious page. 

Durlag’s Tower has become a 


tourist attraction. Enterprising mer¬ 
chants in Baldur’s Gate, Berdusk, 
Beregost, and Nashkel mount expedi¬ 
tions to view it for 50 gp a head, round 
trip, all meals included. Such trips usu¬ 
ally feature hunting along the way and 
always include a daytime foray into a 
few of the well-known tower cham¬ 
bers, their traps tastefully adorned with 
skeletons and warnings that the tower 
is haunted. (The water of the forecourt 
well is safe to drink, but lone travelers 
using it should beware lurking brig¬ 
ands and the occasional bugbear.) 

From a nearby camp, sightseeing 
trips always return to the keep by 
moonlight, to see the haunted fore¬ 
court of the tower. Strange cries, 
hurled stone axes, and flitting, ghostly 
apparitions are provided by accom¬ 
plices of the tour guides. Such sham 
horrors are sometimes taken advan¬ 
tage of by wandering will o’ wisps or 
brigands, which is why such expedi¬ 
tions still carry a cachet of danger up 
and down the Sword Coast, and the 
legend of Durlag’s Tower grows from 
year to year. 

I have myself seen one apparition at 
the tower gates: the silent figure of a 
robed mage, standing in midair about 
as high off the ground as two tall men 
standing one on the other’s shoulders. 
He faced the tower, raised his hands to 
cast some unknown spell, then 
acquired a look of fear, trembled, and 
his body was swept away as if torn by 
unseen winds or claws coming from 
the tower. This phantom is know to 
appear often, but no one knows who 
the mage is—or was—and what he was 
doing when he died so spectacularly. 


91 



EtTuRet 

This city is the farming center of the 
Fields of the Dead, and its Hellriders 
guard and police not only Elturel, but 
much of the farmed and settled portions 
of the Fields along the Skuldask Road, 
the Dusk Road, and both banks of the 
River Chionthar. The long patrols of the 
Hellriders, 30 riders strong, pass along 
the roads every four hours, night and 
day. The upkeep of the patrols is aided 
by lodges (stockaded outposts) placed 
strategically within their patrol area, 
where food, water, flammables, 
weapons, and fresh mounts are kept for 
them. These lodges are protected 
against arson and casual theft by strong 
wards, one of the tokens for which is 
shown below. 

Elturel is ruled wisely and well by 
High Rider Lord Dhelt, a paladin of 
Helm who is ever-vigilant when it comes 
to the defense of his city—and to lawless 
elements who might skulk in to do busi¬ 
ness in it. A just, no-nonsense ruler who 
leads patrols on the road as often as any 
of his war captains, Dhelt keeps the city 
a clean, law-abiding place, a firm mem¬ 
ber of the Lords’ Alliance. His 2,000 Hell¬ 
riders are superbly equipped and 
trained—a fearsome fighting force 
equalled by few realms in Faerun, Hell¬ 
riders must be skilled at the use of horse 
bow, lance, and saber before they are 
allowed to ride the roads, 

Travelers can rejoice in the safety of 
Elturel’s reach, which extends as far as 
Triel along the Dusk Road, as far as the 
intersection with Thundar’s Ride along 
the Skuldask Road to the north, as far as 
Scomubel along the Chionthar 


upstream, as far south toward Berdusk 
as Windstream Lodge (one of the Hell- 
rider lodges), and as far downstream 
along the Chionthar as Stone Eagle 
Lodge (another Hellrider lodge). It’s easy 
to tell these boundaries. Sheep and cat¬ 
tle wander on all sides when you’re 
inside them, and brush is cut back, with 
hedged and stone-walled farms here 
and there. Outside Elturel’s sway, farms 
and livestock are gone, and scrub trees 
and shrubs are everywhere. 

Lajodmajilcs 

Elturel thrives on trade. It’s a city of folk 
passing through. Barge trade on the 
Chionthar meets overland trade in the 
city where a six-wagon ferry crosses the 
river. The heart of the city is a cliff-sided 



Ward Token of a Hellrider Lodge 


05 



tor, a natural stronghold that was held by 
trolls and then ores before humans 
drove them out and first settled here. Its 
south or river end is capped by the soar¬ 
ing turrets of High Hall, the castle from 
which the High Rider rules. A long, 
wooded park runs along the ridgetop of 
the heights, watered by a spring that rises 
in the cellars of High Hall and runs down 
the Winter Garden to cascade off the tor 
at the northern end in a spectacular 
series of falls known as Maidens’ Leap. 

On the slopes around are the tall, nar¬ 
row, many-balconied homes of the 
nobles. Below this High District are the 
flatlands of the city, known as the Dock 
District. The Dragoneye Dealing Coster 
has a major waybase hard by the docks, 
and the caster’s organized presence and 
the watchful patrols of the Riders, 
assisted by a trained and loyal guild of 
handlers (goods loaders and unloaders 
on the docks and wagons), keep this one 
of the safest dockside areas in all Faerun. 
To the east, warehouses and hovels 
crowd together around the docks and 



the crammed stalls of Shiarra’s Market. 
The more prosperous and orderly 
homes and shops west of the heights are 
still part of Dock District, but are 
increasingly referred to as Westerly, a 
separation used to imply cleanliness and 
prosperous success—or, to look at it 
from the other view, laziness, soft living, 
and pretentious arrogance. Whatever 
the sneers exchanged, no one denies 
that this city is wealthy 

The traveler can wander about any¬ 
where in Elturel in perfect safety. The 
chief danger is from pickpockets, not 
knife-wielding thugs. No thieves’ guild is 
tolerated in this city—and the best way 
to attract some hard questioning from a 
lot of eager-looking Riders with drawn 
swords is to whisper that so-and-so is a 
member of or such-and-such an inci¬ 
dent is the work of a thieves’ band. 

The inns and taverns of the city are all 
fairly good—the lone exception that 
comes to mind is the poor but cheap 
Oar and Wagon Wheel Inn, and even it is 
always crowded with noisy patrons. The 
establishments described in this guide 
are among the most interesting—that is, 
shady and rough—in the city. 

Elturel is home to a shrine to Tempus 
and two important temples. Both of the 
temples give temporary shelter and aid 
to the devout. Helm’s Shieldhall is a 
large holy fortress ruled over by High 
Watcher Berelduin Shondar, also known 
as Bereld the Just, a stem priest who 
leads as many Rider patrols as Lord 
Dhelt. The High Harvest Home, a temple 
to Chauntea, is presided over by High 
Harvestmaster Baulauvin Oregh—one 
of the most goddess-favored servants of 
Chauntea in all Faerun. 




The BewT Helm 

Tavern 


% % 

& & 

This dockside tavern is Elturel’s 
rowdiest dive. It is a brawling pit 
visited by those who like to get 
thoroughly drunk and then have a 
good fight. 

Its signboard is visible from afar: a 
brightly polished, gigantic war helm 
hanging from a spar on a stout chain. 
The helm was worn by a giant in a 
long-ago battle just north of Elturel. It 
is bent halfway up at a sharp angle to 
the right as a result of a leaping dwarf 
king’s axe. The death of the giant was 
the other result. 

The helm now serves as a beacon 
for brawlers from all over the city, as 
well as visiting adventurers and car¬ 
avan guards. Don’t come here if you 
want to relax, enjoy some minstreliy 
or quiet, or conduct a little business 
in peace. All the flying tankards 
make it hard to concentrate. 

The Place 

Imagine a large open barn without a 
loft, its hammerbeam ceiling exposed. 
Add a few driftglobes (which are fixed 
in place, well aloft, and serve to heat 
the tavern as well as light it), a flag¬ 
stone floor, and rusty metal 
cladding—mainly made of old 
shields, hammered flat—on all walls 
and pillars, that continues as high up 
as possible. Put a bar at one end, staff 
it with burly, hairy-armed warriors 
who can throw hard and accurately, 
equip them a few hand crossbows 
and sleep-envenomed bolts to quell 


major problems, and fit each roof pil¬ 
lar with elbow-height surround tables 
for holding drinks. Fill the place with 
thirsty patrons, serve potent ale, 
stout, and sheriy in easily broken 
earthenware tankards to cut down on 
fatalities, and stand back and watch 
the fights. 

The PnospccT 

The Helm has a no-weapons rule. 
Patrons are invited to check weapons 
at the door by a curvaceous lass who 
wears a different—but always wildly 
daring—costume each night. Two 
firm but friendly ettins armed with 
clubs turn away anyone who refuses 
to surrender obvious weapons. 

They’re backed up by the doorclerk. 
She’s a mage of minor power who 
keeps a wand of paralyzation handy. 

Despite these precautions, stab- 
bings at the Helm are frequent, and 
the local shrine to Tempus (the Hand 
That Swings the Sword) directs any 
visiting priests of the war god in need 
of funds to spend some time in this 
tavern’s back room, healing the 
wounded. Typical fees are 1,000 gp 
per spell applied. 

The Pnov&od&K 
ak id the Prices 

All drinks are 2 cp per tankard, and 
no food is available. Available drinks 
include undistinguished light and 
dark ales, a stout with a very robust 
character, and ample quantities of 
rough, strong sheriy. Pouches of pipe 
tobacco are 6 cp each. Lights—from 
tapers reached across the bar—are 
free. 


95 



A Pain 

of Black AfoTLeRs 

Tavern 



This tavern stands on the west side of 
Maidensbridge Street, just south of 
where it swings westward to cross the 
bridge it is named for and run 
around the northern end of the cen¬ 
tral heights of the city to link up with 
Westerly. Outside the city, A Pair of 
Black Antlers is the best known of 
Elturel's taverns because it's the gath¬ 
ering place for those who seek adven¬ 
ture. Old, retired warriors, young and 
bright-eyed would-bes, and weary 
adventurers alike all come here. 

The walls of A Pair of Black Antlers 
are decorated over the bar with a truly 
gigantic rack of antlers. I climbed up 
on the bar—as many others have done 
before—to measure them, marveling. 
They're fully 20 feet across! The walls 
are also dotted with the relics and tro¬ 
phies of many adventurers: old, 
notched and scarred weapons; split 
shields; the heads, tails, and claws of 
sundry shocked-looking, dusty, long- 
dead monsters; and fading maps, 
bloodstained and covered with angry 
error-correcting scribbles, of old cas¬ 
tle dungeons, dwarven holds, tombs, 
and other subterranean complexes 
that presumably once held rich trea¬ 
sures. (Some of these maps may well 
be palpable forgeries.) 

The Place 

Wood-paneled, dimly lit, and apt to be 
smoky (the fireplace doesn't draw 


properly), this cozy place is a maze of 
stone support pillars, low, massive 
overhead beams, and dark, massive 
furniture salvaged from old villas and 
castles. If things are too dark to see an 
interesting-looking map or missive, 
one of three blue-hued driftglobes can 
be called for—but this will draw the 
attentive eyes of many patrons in the 
labyrinthine, many-leveled taproom. 

The PnospecT 

No adventurer's visit to Elturel is com¬ 
plete without a stop at the Antlers. 
Many adventures have begun in its 
taproom—and many more likely will. 
The Antlers is the place to hear gossip 
about adventuring, join a band, hire 
swordswingers for a plan of your own, 
or get hired to carry out another 
dreamer's plan. Need a curse lifted or 
some other spell cast? The patrons 
here will know who to call on and 
where they can be found, for the price 
of a tankard. Want to hear tales that 
chill the blood or splendid songs of 
daring deeds? This is the place. Want 
to impress a likely looking young blade 
of the other sex? Beware—some of 
them may be dopplegangers or 
shapeshifting mages—but then, you 
wanted adventure. . . . 

The Przovefoderz 

The heartily cheerful staff of the 
Antlers are all ex-adventurers of a great 
variety of ages, races, and appearances. 
They pour out drinks with generous 
hands—no one need feel slighted here. 
One can also purchase salted biscuits, 
slabs of sharp-tasting onion cheese, 
river clams, and gurdats (pan-fried. 


96 



pepper-spiced mushrooms in a melted 
cheese batter). 

The Prices 

Ale is 3 cp per tankard (large, battered 
pewter reservoirs) or 7 cp per hand keg, 
stout is 5 cp per tankard, and wine 
starts at 6 cp per tallglass and rises to 9 
cp a glass for the best vintages. Sherries, 
zzar, and brandies are all 1 sp per tall- 
glass. Elverquisst, the most expensive 
drink in the house, is 4 gp per tallglass. 
All servings of provender are 6 cp a 
plate, which provides a light meal. Two 
plates would serve as a nice repast. 

T nAvetens’ Lone 

The Antlers has about as many hidden 
treasure legends as any drinking 
house associated with adventurers. 


Some of them may even be true. The 
staff would like me to mention that the 
one about the sacks of gold being hid¬ 
den under the boards of the taproom 
is false. They’re tired of patrons trying 
to piy up boards when they think no 
one’s looking, and every single board’s 
been up several times by now. 

The patrons have adopted one bardic 
ballad (given following) as their favorite 
drinking song. This song is a nightly 
favorite at the Antlers. Woe befall any 
minstrel who shows up to play without 
a sensitive mastery of it—the ability to 
sing and play it with mournful, macabre 
skill. It’s a bardic standard, but here it 
has the revered status of an anthem to 
fallen comrades, proud adventurers still 
living—and the dark humors of gods, 
who must be appeased. 




















The Knights of Dragon Down 

Riding, riding across the plain, 

See them riding home again. 

Bright their shields, bright their chain — 
The Knights of Dragon Down. 

They have gone where shadows creep. 
Their blades a bloody harvest reap. 
Another dragon put fore’er asleep 
By the Knights of Dragon Down. 

On their fingers gem rings gleam. 

Of such baubles, the very cream 
Falls into the hands, in a steady stream, 
Of the Knights of Dragon Down. 

In a dark hall a lady sits alone, 


Her bright eyes gleam as white as bone. 
Her dark spells a-hunting roam 
For the Knights of Dragon Down. 

With cruel smile, a web she weaves. 
From each might, his soul she cleaves. 
Armored bones are all she leaves 
Of the Knights of Dragon Down. 

Riding, riding, their skulls a-grin — 
Past the gates, the Knights ride in. 
Sorcery now their souls doth spin 
Of the Knights of Dragon Down. 

Ladies scream at the touch of bone, 

As skeletal Knights come riding home. 
Undead now, fore’er to roam, 

Are the Knights of Dragon Down. 

Minstrels used to add a verse to the 
end of this, late at night: 

Hear them riding, nearer outside. 
Never sleeping, doomed to ride. 
There’s no place where you can hide 
From the Knights of Dragon Down. 

This verse has been outlawed in 
Elturel, because some fiendishly evil 
archmage of the city wove a summon¬ 
ing spell into the words that swiftly 
brought undead to whoever sang 
them. They’re still whispered across 
many a dying campfire in the Realms 
by those brave (or foolish) enough to 
risk the coming of seven skeletal war¬ 
riors riding as many skeletal horses— 
or whatever lesser undead show up 
instead. 3 


3 Elminster can sing, but can't write down tunes as we do. He says this ballad is usually chanted to a dark, intri- 
cate harp melody in Faerun—but it can be sung to a quite different melody: the tune of the traditional Celtic song 
of our world, “Down by the Sally Gardens.” 


98 






GdU-OcugaR’s Isjsj 

Inn 


v v v 

<#£»<*■ 

This ramshackle, well-worn inn 
sprawls in all directions in the midst 
of Elturel’s dockside stockyards, look¬ 
ing just like the spider web of clum¬ 
sily linked buildings that it is. Well 
known for its affable host, Guldin Gal- 
lowgar, it’s also known as the Manure 
Pile to folk of delicate noses who’ve 
had to stay there in hot summer 
weather. 


The Place 

Gallowgar’s Inn is an aromatic assem¬ 
bly of mismatched warehouses. It’s 
warm and dimly lit inside, even 
cozy—but the furnishings are simple, 
the fare even more so, and the stench 
of well-rotted cow dung permeates 
everything. 

The Pnospect 

Gallowgar’s Inn is famous because of 
its host, a retired adventurer of 
mature years who seems to know 
everyone and everything in the Coast 
lands and to have a finger, or at least 
an investment, in almost every trad¬ 
ing or shipping company mentioned 
in this guide! Guldin Gallowgar dishes 
out advice on where to locate almost 
anyone or anything, and is known to 
sponsor caravans and adventuring 
bands. 


The Pnovetoden. 

Food doesn’t have to be spectacular 
when everything smells of manure— 
but Gallowgar himself thrives on what 


he feeds guests: slabs of salty bread, 
wedges of sharp-spiced local cheese, 
plates of river minnows fried in eggs 
and seasoned with a hint of tansy and 
a scant handful of crushed wayflow- 
ers, and portions of stew ladled from 
three salt stew pots. One pot contains 
hare, one trout, and one shrimps and 
clams brought up the River Chionthar 
by barge. 

The Prices 

Mead is 1 sp per flagon, and ale is 6 
cp per tankard. All platters and stew 
bowls are 5 gp, but this includes two 
tallglasses or tankards. Rooms are 4 
to 10 gp per night, vaiying by size and 
location. Most are 6 gp. They include 
hot baths and stabling. 

TriAvelerzs’ Lone 

Gallowgar’s is a favored destination 
by those whose coins are few—espe¬ 
cially if they’re involved with caravans 
or are adventurers. His sponsorship 
of an adventuring group is said to 
cost a percentage of what treasure it 
might find. Rumor reports his wealth 
as staggering, but there’s no sigh of it 
about his inn at least. There are whis¬ 
pers he’s married to the haughtiest of 
Elturel’s nobility, an apparently unat¬ 
tached lady of decadent tastes and 
endless parties whose tall-turreted 
home overlooks the city’s gardens. 

It is certain that Guldin can get 
from place to, place swiftly and often 
unseen, and that he does know an 
astonishing number of folk—in many 
cities, and from all walks of life. Many 
guests come to stay just to question 
him or to chat. 




PhoNtyti’s Usticorvo 

Inn 


% % % ^ 

& & & & 

This famous inn is named for the ally, 
lifelong friend, and possible love of 
the long-dead mage Phontyr Wonder- 
spell—a glowing unicorn whose 
hooves never touch the ground. Some 
say the seldom-seen unicorn is a 
manifestation of the goddess Mielikki. 
Others swear she is a polymorphed 
sorceress that Phontyr loved who is 
trapped forever in unicorn form— 
Phontyr could not free her from 
magic greater than his own. Still 
others say it is Lurue or Silverymoon, 
the Divine Beast. Cult of the Unicorn 
members bought the inn to be near 
the unicorn. They typically fall on 
their knees and chant with adoration 
when it is seen. 


The Place 

Phontyr’s Unicorn is a splendid estab¬ 
lishment of deep green carpets, ferns 
in hanging baskets, dim lighting from 
strategically placed glowing globes, 
and curtained, canopied beds. The 
inn’s adornments celebrate the 
famous unicorn in many carvings, 
painted shields, and tapestries. Quite 
a few of these images are enchanted 
so as to glow blue-white, just as the 
real unicorn does. 

The inn has a wine cellar as good 
as any to be found in Waterdeep (for 
comparable prices, too), several 
lounges and meeting rooms for the 
use of guests, and a fine dining room. 
Diy white house wine, sliced cheese, 
and salted biscuits are always at hand 


on trays everywhere about, free for 
the taking. Rooms are spacious, draft- 
free, and quiet thanks to the tapes¬ 
tries that hang everywhere. These are 
deep green like the carpets, and each 
is adorned with the glowing blue- 
white head of a watchful unicorn. 

Eager, soft-spoken, thoughtful 
human staff members of both sexes 
dressed in green unicorn-adorned 
livery move quietly about the inn, see¬ 
ing to eveiy need of the guests. They 
even play board games or cards with 
bored or lonely patrons, though not 
for money. 

The PnospecT 

Whatever the unicorn’s true nature 
may be, the recently improved inn 
stands on the site of Phontyr’s house, 
which burned down under mysteri¬ 
ous circumstances after the arch¬ 
mage’s death. The unicorn is seen on 
misty nights in or near the inn, pranc¬ 
ing about and then galloping away in 
eerie silence. Legend says that those 
who follow it and can keep it in sight 
will be led to rich treasure. Not sur¬ 
prisingly, the inn has become a 
favorite haunt of novice adventurers, 
who hang about each night with 
ready-saddled horses or magical 
means of flight, hoping the unicorn 
will appear. 

The Pizovebjdeiz 

Food at the Unicorn consists of all the 
usual gravy-drenched roasts and fried 
root vegetables, plus a few notable 
dishes, soups prominent among 
them. For conservative tastes, there’s 
boar hock soup. Those who look 


100 



upon their stomachs as trusted 
friends will enjoy the cold potato-and- 
leek soup and the hot pheasant tail 
soup. This last soup is an Elturian 
favorite, and is named for the three 
pheasant feathers stood up as decora¬ 
tion beside each bowl. It’s actually a 
thick simmered stock of what small 
game fowl that can be had and, in 
establishments less honest than this 
one, small rodents. 

The soups are served before heav¬ 
ier main dishes. The cooks at the 
Unicorn excel at shark steaks fried 
in seed oil, and at roast boar with all 
the trimmings. The delicious shade 
of brown that they manage to cook 
the outside of the well-seasoned 
roasts to is enough to set one’s 
mouth to watering. 


The Prices 

Rooms are 16 gp a head per night. 
Stabling is 2 gp extra. Eveningfeast 
costs another 1 gp. This includes a 
delightful bottle of the house wine. 
More wine costs 6 gp or more per 
bottle. 

Tiz&veLens’ Lone 

The Unicorn has at least 20 unicorn 
sightings a year, and a few adventur¬ 
ers fast and lucky enough to follow 
the ethereally beautiful creature 
have become very rich. Two bands 
were led to hitherto unknown, aban¬ 
doned dwarven holds near the city 
and found stockpiles of gold, silver, 
and fine ores, and another group lit¬ 
erally fell into an ancient mage’s 
tomb in the woods! 


101 









GuILyWhJ 

This halfling village lacks an inn or 
tavern, but it is the nearest settlement 
to the adventurers’ lure of Durlag’s 
Tower, and so it often serves as a 
supply base for intrepid explorers of 
the tower. This situation pleases the 
local halfling priests, who are often 
called upon to heal for hire, which 
enriches the community. It’s other¬ 
wise a sleepy, unremarkable place of 
shepherds, wool weavers, and other 
farmers. 

Gullykin’s own claim to fame is less 
well known than Durlag’s Tower, but 
is as valuable to adventurers whose 
luck is with them. Gullykin stands 
hard by the site of Firewine Bridge, an 



r 


Gullykin Ward Token 


elven trading town destroyed in a sor- 
cerous duel so mighty that it changed 
the course of a stream so that there’s 
no reason for a bridge of any sort 
these days. The duel leveled the town 
and left a large wild magic area that 
persists today, some 200 winters later, 
just east of the wood lot and fishpond 
that marks the eastern edge of the 
halfling village. It stretches north as 
far as the honey Tenderers’ shack in 
the north wood lot and as far south as 
the brewery (a building shared by all 
the halflings, who gather on its steps 
for a smoke and a chat in good 
weather). 

Firewine Bridge today is simply a 
stretch of overgrown rubble—a fal¬ 
low field used by no one. The local 
halflings warn visitors not to camp 
there or dig in the field, but don’t do 
anything against those who do— 
except to watch in case some buried 
danger is unleashed. 

Local legend says some of the folk 
of Firewine didn’t perish in the spell 
battle, but were transformed into 
frogs, slugs, flatworms, lizards, tur¬ 
tles, and the like—and trapped in 
those forms. Some may still survive. 
For this reason, locals don’t kill small 
crawling things. Some lass once inad¬ 
vertently freed a wizard, one local tale 
goes, and ended up marrying him. 

Firewine Bridge has yielded up 
magical treasure, mostly small trad¬ 
ing items such as magnetic, nonrust¬ 
ing nails and spikes, small crystal 
spheres that glow with continuous 
inner light (hue and intensity never 
varying), triple-spiked lightning wards 
(belt-worn devices that force lightning 


1 02 



bolts away from the wearer), spark- 
stones that can be commanded to 
produce fire-igniting sparks when¬ 
ever desired, and glass guardeyes 
(single eye cusps that once a day can 
be made to reveal all weapons on the 
body of any being—that is, the loca¬ 
tion and outlines of all items the tar¬ 
get creature thinks are weapons). 
More rarely, items of greater power 
turn up, such as half-masks that con¬ 
fer infravision and the ability to see 
invisible beings and items on the 
wearer; belt buckles that magically 
take away the effects of a good deal of 
weight (about that of a burly person), 
allowing the belt wearer to carry 
heavy loads, such as the body of a 
wounded or sleeping friend, as if they 
were nothing; or rings that can call 
up a specific minor spell once a day, 
when commanded to do so. (The 
spell is always the same spell, usually 
mending or Tenser’s floating disc.) 

The folk of Gullykin don’t go look¬ 
ing for such things themselves—to do 
so, they believe, invites misfortune 
due to the malice of “those who died 
and do not sleep.” A few residents 
have bought some items from those 
who did find them, and will sell them 
for several hundred gold coins each. 

The high field that was once 
Firewine Bridge is covered in chest- 
high grass and studded with piles of 
rubble and small, often hidden, holes 
dug by treasure-seekers. Somewhere 
at the bottom of one hole is the way 
into an underground complex of 
linked chambers—once the cellars of 
a trading company—said to hold 
riches heavily guarded by golems and 


other magically animated creatures. 
The only way to pass these in safety is 
to use a ward token, which the locals 
all say they lack. However, such 
tokens often turn up elsewhere in the 
Coast lands, for sale at an asking price 
of several thousand gold pieces. One 
is pictured in this guide on the previ¬ 
ous page—but I must warn travelers 
that it may not be the true pass token! 

The cellars of Firewine Bridge 
shouldn’t be confused with the vaults 
under Gullykin’s brewery, which are 
used for growing mushrooms as well 
as for storing casks of brew. Rumors 
of an underground connection— 
which may or may not exist— 
between the brewery cellars and the 
buried trading company cellars have 
caused the halflings years of trouble 
with heavily armed intruders. 

The visitor can be assured of being 
able to buy a tent or two, half a dozen 
ponies, some wool, as many woolen 
garments or sheep as desired, and all 
the foodstuffs a traveler might need. 
There are no shops in the village, but 
eveiy villager’s in business for himself. 
The locals like to haggle over prices, 
but rarely try to outbid each other for 
a visitor’s wants—when one is talking 
with a visitor, others stay clear. 

In general, the halflings of Gullykin 
seem to like their privacy more than 
most of the small folk—they like to 
stroll by themselves, singing or hum¬ 
ming or just sitting and thinking, a lot. 
They seem to avoid loud festivities 
and roistering and to avoid visitors 
who tiy to draw them into such 
things. Except for the ruins, Gullykin 
is a pleasantly boring village. 


105 



QbeL&Jw’s Maslc 

This small river hamlet is located on 
the east bank of the Chionthar halfway 
between Scornubel and Berdusk. 4 5 A 
small fishing, hunting, and farming 
community, Qheldin’s Mask was 
recently the site of a fine inn, Six 
Spanglestars, but it burned down some 
winters ago and hasn’t been rebuilt. 
There’s no local accommodation avail¬ 
able to travelers now. Qheldin’s Mask is 
known today for the fine riding horses 
reared on local farms. 

The hamlet was founded by Qheldin, 
the Masked Mage, some 300 winters 
ago. In his honor, by long-standing cus¬ 
tom, women of the hamlet—descen¬ 
dants of the wizard’s servants—wear 
masks at weddings, feasts, and other 
important occasions. These are usually 
full-faced masks of black velvet or cot¬ 
ton with eyeholes shaped and decorated 
like the long-lashed, limpid eyes of a 
courtesan. The mask edges are adorned 
as the maker pleases. They are often 
strung with tassels, tiny brass bells, 
dangle gems, or nets of sparkling cloth. 

Qheldin is long dead. His tower has 
fallen into rubble, its stones tested once 
too often by the spells of journeyman 
wizards seeking hidden magical trea¬ 
sure. Qheldin’s tower is haunted by the 
wizard’s ghost, who keeps watch over 
the overgrown rubble that was once his 
home. A golem was once found here, 
and a hollow pillar yielded up some 
spellbooks quite recently, but the only 
things regularly dug up are hands- 



both dangerous crawling claws that 
attack their finders, and two sorts of 
magical items made by the wizard. 6 
The site is called the Grove of Hands 
because of them. Crawling claws lurk 
and scuttle here amid the trees. 

Rumors say the inn 6 also held hid¬ 
den magic, and since the inn burned 
down, bands of brigands and adventur¬ 
ers have several times dug up both 
tower and inn. (As the locals diyly put 
it, it’s often hard to tell the brigands and 
the adventurers apart.) The inn has 
yielded up nothing more interesting 
than a few blackened coins and a snake 
that had taken up residence in the half- 
buried cellar. 


4 For the location of Qheldin’s Mask, see the map in the entry on Asbravn in the chapter on Sunset Vale. 

5 For magical details, see Appendix III of this guide. 

•The inn was briefly home to an adventuring band, the grandly named Blue Sword Legion, which never had 
more than 12 members. 


1 04 



SooRKiubel 

Scornubel is the Caravan City a sprawl¬ 
ing place of warehouses, paddocks, and 
stockyards. It is a city of traveling mer¬ 
chants with a population that can 
increase eightfold in a good summer, 
sixfold during most traveling seasons. It 
has no walls and is a place of ready 
swords and watchful residents. There 
have been more than a few raids on it 
by bugbears, hobgoblins, and the like, 
particularly in harsh winter weather, 
when game is scarce. Thieves and 
dopplegangers are a constant problem. 

This rough-and-tumble place is the 
closest thing some caravan merchants 
have to a home. It sprawls along the 
northern bank of the River Chionthar 
where the Trade Way meets the waters. 
From ScornubeTs docks a ferry crosses 
the river. Many skiffs, narrowboats, and 
barges make runs along the Chionthar 
as far upstream as Berdusk (where 
rapids prevent travel onward), as far 
downstream as Baldur’s Gate, and as far 
up the River Reaching as Hills Edge and 
a few rancher’s docks upstream of it. 

Old, sharp-tongued Lady Rhessajan 
Ambermantle rules the city, assisted by 
three Lord High Advisors (retired mer¬ 
chants) in consultation with a council of 
merchants. Her tongue and worldwise 
stratagems have earned her the title “the 
Old Vixen,” but she’s generally loved— 
or at least respected—among Scornu- 
bians. She can whelm a mounted militia 
and scouts headed and equipped by the 
Red Shields mercenary company and 
has a watch of well-trained and well- 


equipped soldiers assisted by both 
priests and mages. The city has many 
shrines and visiting clergy., but only one 
temple, the Healing House of Lath- 
ander, which is much called upon to 
heal injured travelers of all faiths. 

It’s been said the goods and riches of 
half of Faerun pass through Scornubel, 
but the city itself is known as the source 
of much mutton and wool, medicines 
concocted by local artisans, merchant 
services (wagon repairs, moneylending 
and a barter fair), and the trading, train¬ 
ing, and doctoring of mounts and beasts 
of burden. Businesses and the buildings 
that house them change from season to 
season or even more rapidly, and 
Scornubel has few permanent land¬ 
marks. One never need pay for a night’s 
rest unless one wants a bed, bath, or 
stables—even in cold winter weather 
you’ll see folk burrowing into hay piles 
to hollow out warm beds, and on hot 
summer nights many folk lie down 
amid their stock in the paddocks, sur¬ 
rounded by saddles and saddlebags to 
keep the beasts from stepping on them. 

LaKJdfDARlcS 

Scornubel has a few interesting spots 7 
the first-time traveler should be aware 
of buried amid all its many warehouse 
complexes, all of which bear large 
badges of the costers or companies they 
belong to, and so are easily identified. 
Most of these are clustered around the 
small, muddy harbor. The rotting, aro¬ 
matic stalls of the fish market stand 
beside the ferry dock on the west arm of 
the harbor. The smithy of Kaerus 


7 A map of Scornubel can be found in A Grand Tour of the Realms . the largest booklet in the revised edition of the 
Forgotten Realms Campaign Setting box, or in the Forgotten Realms Adventures hardbound book. 


105 




Thambadar and the crowded yards of 
Arkaras the Shipwright occupy the east 
arm. Kaerus works mainly on wheel 
rims and useful ironmongeiy such as 
hooks, hinges, hasps, and nails, but can 
turn out simple armor and weapons. 
Arkaras is a huge, bearded giant with a 
perpetual fierce expression who keeps 
all the river boats running and owns the 
ferry. 

From the harbor roads radiate out in 
all directions. On the back road of the 
largest and most prosperous block of 
shops on the east side of the Trade Way 
stands Scomubel Hall, seat of the local 
government. It’s the place you can hear 
all the arguing coming from. It is found 
three blocks up from the docks, just 
north of the intersection that borders 
the Walk, which is an open-air public 
meeting place and market. Eljan, door 
warden of the Hall, can give directions 
to most things and folk. 

Some visitors to Scornubel make 
straight for Mother Minx’s, a festhall of 
some repute, or seek out Angah Lalla, a 
dealer in curios from far lands who’s 
known all across the Coast lands as a 
fence for stolen goods, but fewer folk 
know of the useful and interesting local 
mages: Buldath Andiyn, Chansrin 
Alum, and Nethmoun Ain. The best way 
to find any of these three is to leave 
word at any of the inns or taverns. Their 
agents will find you and guide you to a 
meeting. Like many other people in this 
ambitious, dangerous city the three like 
secrecy. The traveler may be initially 
bewildered by all the nicknames, 
aliases, catch phrases, and passwords in 
use in Scomubel. 

Buldath buys monster remains from 


adventurers, packages and preserves 
them, and sells them as magical compo¬ 
nents all over the Coast lands through a 
few veiy loyal agents. He’s a taciturn 
gentleman, and difficult to get to know 
well because of it. 

Chansrin is a sharp-tongued sorcer¬ 
ess who loves adventure. She loves to 
hurl spells into the midst of any fray in 
the city, often accompanying the watch 
on nights when she’s bored. Shell leave 
Scornubel to rescue someone, but wan¬ 
dering the Realms is not her idea of 
adventure. As she told me, if she stays 
right where she is in Scornubel, “All the 
adventure in Faerun will come to me!" 

Nethmoun is a reclusive mage, a soft- 
spoken, small-headed and 
unprepossessing man who keeps to his 
small, ramshackle hut on the eastern 
edge of town. The hut is warded, and is 
guarded by six margoyles, a small forest 
of magically animated flying daggers, 
and other, more mysterious magical 
defenses, including several modified 
Evard's black tentacles spells. 

Nethmoun collects rare and unusual 
spells. If someone uses a magical item 
or spell he hasn’t heard of in the city, 
one of his agents will contact that 
person and offer to trade some magical 
training or magical items for the new 
item or spell. He usually sends his 
strikingly beautiful female cook—or a 
projected image of her. 

There are other magical features of 
interest to the visitor in bustling 
Scornubel. The wizard and sage Phiraz 
of the Naturalists is interested in 
purchasing live monsters or unusual 
beasts or their relatively intact 
carcasses. He’s an expert on otyughs, 



and is engaged in a long-term study of 
all life on the High Moor. 

Scornubel’s best lost treasure legend 
also has to do with magic. Somewhere 
under the Nightshade nightclub— 
reached by secret passages from that 
dim, crowded den of passion, music, 
and shady dealings—is the crypt of the 
Wondermen, sometimes called the 
Wondermakers. 

The Wondermen were mages who 
dared much. They tested the limits of 
magic, traveled many planes and 
strange worlds, and in the end they 
chose to be consumed by magic. Their 
crypt is said to be guarded by several of 
them who have become liches, who 
await the coming of wizards mighty 
enough to withstand their spell 
attacks—wizards who will truly deserve 
to wield the awesome magics they did. 

If someone flees the crypt with a magi¬ 
cal item, the legends whisper, these 
liches will hunt that person down, not 
resting until the thief is destroyed and 
the item has been regained. 

The crypt of the Wondermen is said 
to be crammed with magical rings, 
wands, rods, gloves, dancing ioun 
stones, and, ringed by the grand 
catafalques of the Wondermen, a huge 
crystal sphere that imprisons an eater- 
of-magic. 8 The sphere can be moved 
about by means of a hand-sized control 
sphere resting on a pedestal nearby. If 
it’s released, legend holds, it will roam 
the Realms devouring all magic until 
there’s not a spell or magical item left. 
The brute rule of barbarians, goblinkin, 
and monsters will then overwhelm all 
civilized folk. 


Few have seen the crypt of the Won¬ 
dermen and lived to tell the tale, though 
many come to the Nightshade seeking 
the way to it. The staff claim to honestly 
not know the way, some swearing that 
the sliding panel that leads to the right 
secret passage moves around from time 
to time by itself. 

Many more visitors have seen the 
most famous magical inhabitant of Scor- 
nubel: the Oebelar. This mighty mage 
perished—or perhaps was merely magi¬ 
cally transformed—some thirty-odd 
years ago. Great tongues of blue-white 
cold fire consumed his tower one night, 
and on the next one the silent, floating 
remnants of the Oebelar first appeared 
a single shining eyeball, its gaze cold and 
level, and a blackened hand and fore¬ 
arm. Sometimes these two remnants 
wander independently but they usually 
appear together—and can write and 
gesture, demonstrating that they retain 
the Oebelar’s intelligence. 

The eye and the hand have roamed 
Scomubel every night from then on, 
gliding silently into the midst of the 
most private meetings and trysts, the 
bloodiest brawls, and the coldest of con¬ 
frontations alike. Word of the silent 
remains of the Oebelar has spread 
across Faerun, inspiring ballads and 
more than one adventuring band to 
name themselves the Eye and the Hand. 

The Oebelar has become a familiar 
haunting to Scornubians. Most of them 
hate his (or its) coldly curious gaze and 
prying ways—but most of them can’t do 
anything about it, and try to ignore him. 
Magic seems unable to detect him, keep 
him out, or harm him. Even the mighty 


8 A nishruu, detailed in the revised Forgotten Realms Campaign Setting boxed set. 


107 





spells of archmages and the undead¬ 
blasting powers of senior priests are 
ineffective, though weapons of steel can 
hit and hurt the eye and the hand. The 
Oebelar goes everywhere and takes an 
interest in everything, and has quite 
dampened the ardor of many who’ve 
eloped to Scornubel. 

The traveler is warned that Scor¬ 
nubel remains a dangerous place. Many 
dark deeds are done in the shadows, 
and everywhere are intrigues that a visi¬ 
tor can all too easily get caught up in- 
only to meet with several feet of cold 
steel in an alley or nightclub doorway 

Traditional entertainments in the 
nightclubs of the city include mock bat¬ 
tles (or not-so-mock battles) between 
well-oiled human acrobats and mon¬ 
sters, monsters that are trained to 


dance or do tricks, and monsters that 
participate in comedy or spell-hurling 
acts. Tales of various of these perform¬ 
ers breaking free and slaughtering 
some members of the audience who 
were trying to escape are true! 

Dopplegangers, lamias, and other 
monsters able to assume human form 
or magical disguises have always dwelt 
in the Caravan City—and to some extent 
have been tolerated, if not welcomed, 
because of their special powers or 
knowledge, If you’re trying to contact a 
mind flayer, a yuan-ti, or even a 
beholder and would rather not do it in 
the trackless wilderness at a grave dis¬ 
advantage, this is the place to come— if 
you can’t safely go below into the 
Underdark, where secure meeting 
places exist, such as Skullport under the 
great city of Waterdeep. 

This is also the place outlaws, heirs 
on the run from assassins, misfits of all 
sorts, adventurers down on their luck 
or lacking ideas as to where to go look¬ 
ing for treasure (as well as danger, 
which seems far more easily found) all 
come. It’s not a place for the faint¬ 
hearted or the fastidious. 

Unfortunately, its ever-changing 
nature makes the work of a guide hard. 
Permanent features are few. Some fol¬ 
low in these pages—but the visitor is 
advised to keep a weapon ready travel 
in a group and by day only until the 
city’s byways and current intrigues have 
been scouted, and guard well all open 
display of wealth. Remember that in 
Scornubel, information always has a 
price, and moneychangers are every¬ 
where. Be sure the money they’re 
changing isn’t unwittingly yours. 


108 




The DusT\? Hoof 

Inn/Tavern 

lit MV 00 

This middling establishment stands 
on the east side of Northstorm Street 
in the block above the six-way inter¬ 
section of the Walk. It’s unexciting, 
but relatively safe and comfortable. As 
the name indicates, it caters to 
drovers and caravan wagonfolk. 

The PUce 

The Hoof is long, narrow, and high- 
ceilinged, with the upper reaches of 
every room always lost in the gloom. 
(There was a rumor some years back 
that a stirge got in and lurked aloft for 
most of a season, flitting down to drink 
from sleeping guests and then hiding 
up in the darkness again—until a guest 
who slept with a hand crossbow handy 
took care of the menace.) The street 
level is given over to the taproom, with 
the kitchen and gaming rooms in the 
cellar, and the dining room on the 
floor above. The dining room is closed 
off at night, and shields the guests try¬ 
ing to sleep on the three floors above 
somewhat from the noise of late night 
drinkers. Garderobes, a serving lift, 9 
and stairs are all at the back, linking 
each floor. All rooms lack windows 
except the front suite on each floor. 

The PriospecX 

The clientele of the Hoof leads to it 
being neither a very sociable nor very 


unpleasant place to visit. Most of the 
drovers and caravan folk are tired 
and hungry of nights, leading more to 
the sounds of contented munching 
and murmurs of “More ale” than scin¬ 
tillating dinner conversation. On the 
other hand, few fights ever break out, 
as most visitors here fall over into bed 
almost as soon as they’re done eating. 

The PnovesideK 

Food at the Hoof consists of the usual 
roasts, stews, steamed greens, and— 
in keeping with the name of the 
place—something called hoof soup, 
which tastes rather like broth of old 
meat cuts with diced old vegetables in 
it and is supposedly made by boiling 
the hooves of locally slaughtered live¬ 
stock. 10 Drinks are the usual ale, wine, 
sherry, mead, and winter wine. Noth¬ 
ing exotic or outstanding is served. 

The Prices 

Ale is 3 cp per tankard, and every¬ 
thing else is 1 sp per flagon. All food is 
2 gp per serving. A serving is a gener¬ 
ously heaped oval platter suitable for 
a large, hungry soldier or field 
worker. I saw two elves share one. 
They left food—and they started out 
hungry, not disdainful of the fare. 

TizAveteizs’ lone 

The cellars of the Hoof are said to con¬ 
nect with old, dry sewers now used for 
smuggling—passages that lead to 
warehouses far away across the city. 


9 A serving lift is a box in a shaft, operated by pulling on a pulley rope by a servant standing in the box. This one is 
often used for quick escapes by those willing to bum their hands of the rope or take a hard landing at the bottom. 

10 Elminster says that hoof soup is indeed made from boiled hooves—with the other ingredients Volo detected 
thrown in. Dogs bother livestock, the Old Mage notes, so they’re not welcome in Scomubel—and so they’re too 
few to devour all such offal. “So,” Elminster noted diyly, “for once we have to do it ourselves—eat up, now!” 


10P 




Far AMcboR 

Inn 



This large inn sits on the north side of 
Far Rider Street between Stumblepost 
Trail and Red Shields Road. It’s prob¬ 
ably the best accommodation to be 
had year in and year out in Scor- 
nubel. Built by a retired sea captain 
only 12 or so seasons back, its name 
refers to its distance by river barge 
from the Sword Coast. 

The Place 

Large, bright rooms, simply fur¬ 
nished but kept clean, are things to be 
treasured in rough-and-tumble Scor- 
nubel—so this inn tends to be full 
most of the time. Its rooms have stout 


shutters and lack balconies, but this 
cuts down on thievery and the fre¬ 
quency with which empty bottles are 
hurled inside of evenings—unless 
one’s foolish enough to sleep with the 
shutters open. 

The communal dining room (the 
largest in Scornubel) has two watchful 
guards to keep things peaceful. Folk 
who aren’t staying at the inn can 
come in and dine for 2 sp per serving. 
Some folk stay here regularly just for 
the chance to relax over a meal. 

Others come because the inn has 
fewer bugs than elsewhere and is too 
new and clean to have much room for 
secret passages and the like. Its indoor 
garderobes (jakes) were new to the 
city when the place was built, but 
their like are found everywhere now. 





The PnospecT 

Folk rich enough to have something 
worth stealing, but not so rich as to 
have spare coin enough to rent an 
entire house to stay in or to travel 
with bodyguards in strength, come 
here. (Many Scornubians live in one 
house and rent out their second one 
to visitors.) Most guests come back a 
second time if they visit Scornubel 
again. The cleanliness is one rea¬ 
son—and the baths are another. 

At the Far Anchor one can bathe in 
the privacy of one’s own room or in a 
large and steamy—but warm!— 
bathing chamber in the cellar. Many 
wives will stay nowhere else for the 
latter reason, though one must 
beware the rather strong and dubi¬ 
ous-scented perfumes sold around 
the city for adding to bath water. 
They’re created to mask the aroma of 
an unwashed body, and thus even 
when diluted they’re apt to leave the 
owners of refined noses reeling. 

The watchful staff of Far Anchor 
are all ex-adventurers of many races. 
All tend to carry hidden weapons and 
are ready to use them. Ask them if you 
need anything; they’re happy to help. 

The Priovetoden. 

No drink is served at the Anchor to 
keep breakages and brawling to a 
minimum. The fare is simple, of the 
roasts, stews, fried potatoes, and 
steamed greens sort. For the more 
adventurous palate, river clams, eels, 
and frogs can all be had fresh and 
pan-fried in butter. 

Cheeses and sausages from all over 
Faerun come to Scornubel, and this inn 



sells a selection, Of the cheeses, Elturian 
gray is very popular—though, strangely, 

I saw little of it in Elturel itself. Halfling- 
made sausage from Corm Orp is also a 
local favorite. It’s made from squirrel 
meat, ground nuts, and hogs, and has a 
distinctive fatty taste. 

The Prices 

A platter (any main dish) is 3 sp. A 
bowl (any soup or stew) is 2 sp. A 
plate (river fare or bread) is 1 cp. 
Cheeses and sausages vary with the 
going market prices, but are usually 4 
sp per wheel for cheese and 1 gp per 
pound for sausage. 

TizAveXens’ Lone 

The Anchor is too new to have 
acquired many tales yet. It is said to 
be haunted, though, by the unseen 
spirit of a guest stabbed for his 
money. Guests hear his moans and 
the noise of clinking coins. His behav¬ 
ior would indicate his hidden coins 
haven’t been found yet. 


Ill 



The Jxbeb Unicorn 

Inn/Tavern 



This ramshackle complex of former 
warehouses occupies the center of 
the first block east of the one that has 
Scornubel Hall at its heart—but aside 
from position and size, the two places 
couldn’t be more different. This 
dump is proudly presided over by a 
life-sized purple unicorn sculpture 
that some wag—on a dare or a bet, no 
doubt, and with the aid of a levitation 
spell—has painted the face of with 
rouge, lip scarlet, and eye shadow to 
make it look like a cheap courtesan. 
Somehow it looks fitting. 

The Place 

This place is used rightmindedly only 
by the desperate and the poor. The 
small sleeping rooms smell bad and 
form a warren of mismatched cor¬ 
ners and sloping floors, a result of 
combining warehouses that once had 
nothing at all to do with each other. 
“Rat holes,” one patron called them, 
very aptly. 

The PtzospecT 

The Jaded Unicorn is notorious, even 
in Scornubel. It’s the place where 
rough sorts go to get killed in brawls— 
on some nights, the stabbed bodies 
pile up outside like so much kitchen 
refuse, hurled out by the cooks with 
the same careless ease. It’s certainly 
the only place in town that welcomes 
(well, tolerates) ores and half-ores 
among its clientele—and a lot of elves, 
dwarves, and humans who come react 


with drawn blades. There’s a brief 
fluriy, yet another body, and then the 
drinking goes on. Thankfully, this 
place has adopted the earthenware 
tankards used in some other rough 
houses to keep the fatalities caused by 
hurled drinks to a minimum. 

All of the wild partying that goes on 
in the taproom, which is usually 
packed, with patrons standing 
crowded together elbow-to-elbow, 
makes it a lousy place to try to catch 
some slumber. If the din from down¬ 
stairs doesn’t keep you awake, the 
mutterings of plotters gathered in 
adjacent rooms will. 

The PKovetodeiz 

Food in the Unicorn means slabs of 
salty bread, wedges of cheese, bowls 
of hare stew, patters of pan-fried trout 
(not bad), and cuts from a roast 
cooked in stale beer—and tasting of 
it. Drinks are the order of the day 
here—and the stronger and rougher, 
the better. I advise guests to dine else¬ 
where, if they must sleep here. 

The Prices 

Thankfully, all of this splendor comes 
cheap. All drink is 1 cp per tankard, 
all meals are 2 cp per serving, and all 
rooms are 2 sp a head per night, with 
another 1 sp per mount for stabling. 

TizAVctcizs’ lone 

Smugglers and snatch bands of local 
thieves often meet here. Tales abound 
of thick-skulled, but healthy, youths 
being taken from here to unwillingly 
pursue sailing careers elsewhere. 
Beware! 


Ill 



The Ragliog Dow 

Inn/Tavern 


% % % 

& & # 


This large, but rather poorly run, 
establishment stands on the east side 
of the Trade Way on the north edge of 
the city. It has the advantage of a 
large, well-guarded compound to 
hold off ore and brigand raids and a 
location that allows timid guests to 
avoid entering the city proper—or to 
leave hastily, riding hard into the 
night, if need be. It offers the conve¬ 
nience of secure stables handy to the 
main building, but not much else. 


reminder of former greatness, is now 
sadly shabby. A frequent local prank 
is to place the severed head of a 
slaughtered hog or the like in the 
lion’s open, snarling jaws. Sometimes 
such a grisly trophy hides a message 
for one cabal or another. Once or 
twice, folk have been murdered in 
Scornubel and their heads displayed 
in the lion’s jaws as a warning. (A 
grisly and brutish gesture.) Inside, the 
inn isn’t quite as bad as that—but it’s 
not very exciting, either. The gilded 
lion’s head chamberpots were quaint 
when I first used them—and they’re 
much older now. . . . 


The Place 

The Lion is dirty and dingy. The life- 
sized gilded stone lion out front, a 


The PnospecT 

The staff members at the Lion pursue a 
rather unhurried pace, as if the worn- 









down look of the establishment had 
invaded their veiy being. They are not 
exactly rude, but they are not on their 
toes either. They seem perpetually dis¬ 
tracted, and a guest may have to repeat 
a request several times to get action. 

The Pnov&ssden. 

Food at the Lion consists of the usual 
roasts, stews, and steamed greens fare, 
with one note of interest: The cook has 
a personal liking for fried and stuffed 
snake and will happily prepare a plat¬ 
ter of this delicacy for anyone request¬ 
ing it. He does the snakes in a gravy of 
poultry stock and almonds, and the 
result is surprisingly tasty, if a bit rub¬ 
bery. The kitchen also produces 
Elturian pheasant tail soup, but small 
rodents and other found meat may 


well find their way into the stock. You 
have been warned, travelers. 

The Prices 

Rooms are 15 gp a head per night, 
and stabling is 3 gp extra. Meals cost 2 
gp per person for all one cares to eat, 
including a mug of cheap spiced 
wine. Other wines cost 10 gp or more 
per bottle. There’s no ale. 

TriAveleizs’ Lone 

For years the Lion was home to three 
rival adventuring bands, who outdid 
each other in boasting if not in suc¬ 
cess. One finally found a Netherese 
ruin and brought back great wealth— 
but its members were promptly 
slaughtered by the rest. The gold, hid¬ 
den here, was never found. 




SeRpewTs Co ujL 

This small village sits on the east (or 
south) bank of the Winding Water 
upstream of Boareskyr Bridge, near 
the estate of Heartwing, which is 
owned by the sorceress Aluena Hala- 
canter, who’s famous for the pegasi 
she rears. Named for the yuan-ti city 
and temple that once stood here, 
Serpent’s Cowl stands hard by the 
Forest of Wyrms. It is important 
today as a feriy crossing at the limits 
of clear water on the river. Below it, 
the Winding Water is black and poi¬ 
sonous because of godly battles dur¬ 
ing the Time of Troubles. The Cowl 
has always been home to farmers, a 
few woodcutters who timidly cut 
along the verges of the Forest of 
Wyrms in armed parties (parties that 
keep watch for who-knows-what 
monsters approaching from the for¬ 
est depths), and a handful of fisher- 
folk and bold (local folk use the 
word strange) hunters. 

The Forest of Wyrms is named for 
the great numbers of snakes that 
slither and coil in its trees, They are 
thought to be a legacy of the serpent 
folk who once dwelt where the village 
stands. Local legend whispers that 
some day they will return from the 
depths of the forest. Adventurers 
report finding no trace of yuan-ti in 
the forest, but admit their searches 
have been a little tentative because 
the forest holds at least half a dozen 
green dragons—young, smallish 
dragons that are probably a single 
brood, but dragons nonetheless—and 
the dark, overgrown stone tower 


known as Lyran’s Hold. Lyran was 
once a mage of note, master of the 
necromantic arts, and his tower has 
been a lodestone drawing adventur¬ 
ers from the far corners of Faerun— 
adventurers who’ve perished or, 
worse still, been seen again as his 
undead servants, patrolling the wood 
against intruders, wielding their old 
magic and weapons as they did in life. 

Some villagers say a small, brave 
band of adventurers recently won 
through these defenders to destroy 
the lich—but other adventurers have 
vanished trying to plunder the Hold 
since then, and most locals believe 
undead still rule there. Hunters say 
serpents, zombies, and skeletons are 
still numerous in the forest. 

Lyran warded his Hold. Many 
ward tokens can be had in the village 
for 100 gp, and one is shown on the 
following page. The wards ignore the 
undead, visiting harmful spells only 
on the living. (Some spells manifest 
as traps that are unleashed by spell 
triggers. ) 

Local legend forbids digging cel¬ 
lars or pits in the village for fear of 
opening a way into the lost cellars of 
the yuan-ti temple and unleashing 
the weird monsters said to lurk 
there. The temple was blasted to 
rubble by the spells of victorious 
mages when the serpent folk settle¬ 
ment fell. The yuan-ti wielded magi¬ 
cal items of awesome strength 
seized from Netherese ruins 
(scepters that blasted or hurled 
rings of lightning, rings that gave 
forth rays that burned or fired show¬ 
ers of stinging darts, and staves 


115 



whose segments could turn into 
multiple fighting golems when 
detached and thrown), and used 
these to savagely guard the cellars of 
their temple, where unholy experi¬ 
ments were conducted in breeding 
and magically altering monsters to 
produce worse monsters. Records of 
the battle speak of pale things that 
resembled bulettes, other pale 
things like behir, and creatures that 
resembled giant winged flying 
snakes and beholders with snake¬ 
like, dangling rear bodies. 

In the end, the attacking mages 
brought down the temple atop the 
yuan-ti, burying them alive. Most 
believe they survived, though, tun¬ 
neling down into the Underdark to 



Serpent’s Cowl Ward Token 


escape to the Serpent Hills or tun¬ 
neling to the surface somewhere in 
the Forest of Wyrms, which has at its 
heart many as-yet-unexplored 
ravines tangled with thickly grown 
trees and shrubs. 

The traveler who’s not interested 
in trudging around a forest known to 
be endangered by snakes and green 
dragons will find the village itself 
small and rather pleasant. The farms 
around it lack any buildings for the 
same reason the village is small: Raid¬ 
ing green dragons destroy homes and 
devour people that are outside the 
ward that envelops the entire village. 

This ward, created after the battle 
to keep evil dragon-riding mages 
from directing their mounts to dig up 
the temple cellars in any attempt to 
gain the Netherese magic there, keeps 
all dragons out. Any dragon who 
comes into contact with the ward is 
torn simultaneously by repulsion, 
lightning, and some form of life-drain¬ 
ing curse. 11 This spell is known to 
affect weredragons and dragons 
who’ve used magic to adopt another 
form. 

The ward keeps the stone, turf- 
roofed, and florally decorated cot¬ 
tages of the Cowl crowded together 
around a small square. Their gardens 
and the tracks that lead to the nearby 
farms radiate out from them. There’s 
but one small guesthouse in the Cowl, 
the Dusty Dragon, whose owner sells 
food to visitors. 

n The effects are repulsion (as per the spell, affecting 
one dragon without saving throw or exception), light¬ 
ning bolt 18 d 6 damage except to dragons immune to 
such attacks), and energy drain (which reduces the 
dragon by one “age” if a saving throw vs. spell fails). 





SoubAK 

This small trail town is located on the 
Trade Way south of Boareskyr Bridge. 
Often raided by goblinkin and bug¬ 
bears, it’s a summer tent town that 
shrinks to an armed outpost in win¬ 
ter. At its heart is the old stone ruin of 
a temple or abbey of Bane, known as 
the Black Abbey. Some folk believe it 
was once sacred to another god and 
was only seized by worshipers of 
Bane briefly. The ruins have yielded 
stones to build the rest of Soubar. 

What remains of the ruins are 
home to a mysterious woman 
known only as Mag, who runs a tav¬ 
ern called the Winding Way in them. 
The word around the Coast is that 
Mag was once a priestess. Some say 
she abandoned her calling, others 
that she embraced another faith 
and others say she’s a mind flayer or 
other horrible creature (a beholder, 
perhaps, or even a neogi) who’s 
mastered magic enough to take 
human form for years at a time. 

All that’s certain is that Mag 
answers no questions, has healed 
folk from time to time, wears a ring 
of misdirection that conceals her 
true allegiances and powers, and 
stores broken instruments of torture 
in the old abbey loft where she 
sometimes lets travelers sleep. 
Whether she used spells or potions 
for healing is a point of contention. 
Reports on this are confused. All of 
this makes many merchants uneasy. 
They camp west of Soubar, or press 
on past if the weather’s fair and the 


night apt to be moonlit, rather than 
stopping here. 

Soubar is a lawless town. Visitors 
should bring their own swords— 
and be prepared to swing them. 
There are several Coast lands fire¬ 
side tales about brigands who 
buried loot here and were slain 
before they came back for it. Not all 
such tales are fanciful. The mer¬ 
chant Janthool of Athkatla, a far- 
traveled trader in sundries, dug a 
latrine pit just west of Soubar a 
spring or two ago and unearthed an 
ivory coffer crammed full of 
matched black pearls—each as large 
as the pommel nut of a stout broad 
sword! Be warned, however. Digging 
in certain spots in Soubar summons 
helmed horrors 12 to the digger, due 
to an ancient guardian spell of 
unknown origin! 

Folk not wanted in Triel or 
Boareskyr Bridge find their way 
here. This has made Soubar some¬ 
thing of a hiring fair for brigands, 
evil mages, dopplegangers, wererats 
and other werefolk, mercenaries 
down on their luck, mind flayers, 
those bearing curses, and others not 
tolerated in most communities. 

Fences for stolen goods are plenti¬ 
ful here. Scurrilous “bounty hunters” 
who kill, maim, or capture specific 
beings to order are also plentiful, as 
are dealers in slaves, information, 
poisons, chains and cages, sleep ven¬ 
oms, and exotic pets. Kill-trained pets 
cost twice the usual prices. I’m not 
(ahem) familiar with any names or 
details, of course. 


12 Detailed in the revised Forgotten Realms Campaign Setting boxed set. 


117 





Tem pus’s Tea ns 

This small, little-known village rests 
quietly where the Skuldask Road 
meets Thundar’s Ride in the heart of 
the Fields. Most folk think it’s just a 
huge, abandoned, ancient stone city, 
fields upon fields of once-proud 
towers fallen into rubble and ruin. 

Its name comes from a standing 
stone set up at the intersection that 
bears the words: 

Here was peace this day made. 

Let Tempos cry bitter tears. 

No more our dead we’ll parade 
And live cloaked in waiting fear. 

This stone is believed to mark the 
spot of one of the parleys that ended 
a long war—and with it, any hope of 
creating a northern realm ruled by 
those Calishite satraps greedy for 
ever more land to bring under their 
rule. The date of the struggle, who 
exactly was fighting (beyond Cal- 
ishites on one side, and humans 
already here who wanted to remain 
free on the other), how long the 
peace lasted, and who wrote the 
words on the stone are all lost in the 
mists of the passing years. 

Today, Tempus’s Tears is a village 
of dwarves and gnomes, who live 
under the ruins in burrow homes. 
They craft coffers, latches, and 
satchels, and sell them to certain 
trusted merchants passing through. 
Most others don’t even know they 
exist. 

A few merchants take a wag¬ 
onload of stones from the ruins 


from time to time. If they take too 
many, dwarves appear from below¬ 
ground and politely ask them to put 
some back. Those who refuse are 
warned that the ruin’s under the 
protection of Amaeraszantha. If they 
ignore this, the dwarves summon 
her. 

Amaeraszantha is an amethyst 
dragon of great size and age who 
lairs in the collapsed circle of an old 
temple. The circle is located on an 
island in a small, stagnant lake at the 
heart of the ruined city, generally 
northeast of the meeting of the over¬ 
land trails. She will respond to a 
dwarven summons and attack plun¬ 
derers of the ancient, nameless city. 
Dwarves can summon her either 
directly or by use of a vast, buried 
horn, actually a carved, spiraling 
tunnel, blown into from below. It 
issues a low, droning call. 

In truth, there’s little to find here. 
One of the reasons a ruin so large is 
so little known are the failing wards 
that still affect it, shrouding much of 
it in mist at all times and causing a 
few of the shattered buildings to 
vanish for a time and then silently 
reappear. They disappear onto other 
planes or worlds, some sages say. A 
diligent searcher in the ruins will 
find it empty of all but rubble, dust, 
and a few nasty predators that have 
taken up residence or wandered 
into the city just as human adventur¬ 
ers do. 

Somewhere in these vast ruins, 
the Great Seer Alaundo said, is the 
Stone that Speaks. This treasure is 
eagerly sought by Candlekeep. The 


118 



sages of that monastic community 
have sponsored many expeditions in 
search of the Stone. It is said to be a 
hand-sized, nondescript lump of 
gray rock that contains the impris¬ 
oned spirit of a wizard—an arch¬ 
mage who clings to sanity only by a 
thread, and is apt to be irritable and 
sarcastic. It yearns to possess a liv¬ 
ing body again and is shrewd 
enough to bargain with any informa¬ 
tion it yields to move it toward its 
goal, step by tiny step. 

The archmage, once of Netheril, 
knows more of magic than living 
wizards do. It has some way of 
hearing what befalls around it, and 
so has learned many things down 
through the years since its 
imprisonment. 

It was briefly possessed by the 
long-ago ruler of Rashemen, Angorl 
Steelhorn. It was stolen, and later 
traveled about the Coast lands in the 
possession of a band of adventurers. 
In the end they fell here, slaughtered 
by an argos, and the Stone , flung 
away in desperation by a dying thief, 
who vainly hoped it would somehow 
unleash magic to save the band—lay 


for many years alone in the stony 
loneliness of the ruins. Word of it 
has come to us from three separate 
travelers, two of whom were too 
fearful of it to get close to it. A rival 
blasted the third by magic, trapping 
him in an endless, rapid, helpless 
shapeshifting from one form into 
another until his heart finally failed 
under the strain, and he perished. 13 

The spirit trapped in the Stone 
strives for freedom at all costs, car¬ 
ing nothing about what it promises 
or brings about in order to get into a 
living body again. 14 It is treacherous 
and self-serving in the extreme 

The dwarves and gnomes, who 
dare not approach it, told me the 
Stone calls out to those who come 
near, trying to get itself taken away 
from its current resting place. That 
transportation is something they 
don’t want. Theyll summon 
Amaeraszantha to prevent it. She 
also doesn’t want the Stone out in 
the wider world, nor does she desire 
the flood of treasure-seeking adven¬ 
turers news of its finding will 
undoubtedly bring to Tempus’ 

Tears. 


13 This now-forgotten 9th-level wizard spell (Elminster tells us) was an involuntary shapechange that could 
help or slay a foe: The target being had to fail a saving throw vs. spell for the spell to work at all. If the save failed, 
a cycle of 12 preselected forms began (typically slug, snail, toad, and the like). No form could be assumed that 
would perish in the surrounding atmosphere (no “fish out of water”), but damage could be suffered if a particu¬ 
lar form fell due to its nature (a slug being unable to stay on a branch, for instance) or was struck by another 
attack. The target had to make a system shock survival roll for each change; any failure brought instant death 
(and an involuntary return to one’s true form). If the saving throw succeeded, the target being gained immunity 
to that spell, plus an additional 12 permanently gained hit points, and was instantly healed of all injuries and 
afflictions. The magic shifted all garments and carried gear into the ethereal plane until the transformations 
were complete or death occurred; items and equipment were not present to crush or drag down tiny forms the 
target may have been forced into. 

14 Elminster says the steps toward freeing the wizard’s spirit that the Stone will try to cause by bargaining are 
as follows: Take the Stone to a large city; get it into the spell chamber of a male archmage; render that mage 
unconscious, placing the Stone upon his breast; cut his hand so that it bleeds, and place the hand on the Stone; 
this will force a possession, freeing the ancient wizard from the Stone. The original mind in the body will war 
continually against the intruding wizard, causing the body to babble, act erratically, and change its mind from 
time to time—but mostly, the evil wizard will be in control! 




Tk)&L 

This small, stockaded way-village is 
located on the Trade Way north of 
Scomubel, where that road meets the 
Dusk Road that swings across countiy 
from Elturel to Hill’s Edge. To the 
northeast are the Trielta Hills, quiet, 
rolling grasslands rumored to contain 
gold, and home to many small, peace¬ 
ful gnome and halfling communities. 

Triel is ruled by Elvar the 
Grainlord, so-called because he’s 
obsessed with having enough food to 
safely survive the winters, when trade 
virtually ceases along the inland 
roads. The gates of Triel’s log-and- 
boulder village stockade are locked at 
night—and visitors are expected to be 
outside, camping in the fields around 
so they can do their part to keep 
thieving bugbears and worse away 
from Elvar’s precious grain. The 
stockade itself is crammed, stacked 
high, and dug deep ls with crates, 
barrels, bins and jugs of preserved 
vegetables and grain, all sealed, 
numbered, and meticulously labeled 
as to their contents. I happened upon 
a rarity: “1357—2136: Sword Coast 
Snails, pickled in Firewine/Gift of 
Baltovar of Neverwinter/Turn every 
three months/Seals renewed [and 
then a string of several dates].” Note 
that the first four numerals denote 
the year Elvar took possession of this 
container. 

At least Elvar’s lucid enough to 
hunger after news of the wider world 
outside his well-stocked, fanatically 
defended pantiy. Traders who bring 


food, firewood, barrels, or sea salt for 
food preservation or the like will be 
honored with a feast at Elvar’s table— 
and the villagers are good cooks (and 
well fed, to boot—but then, how 
could they not be?). 

Be warned. Triel not only lacks 
anything much useful to the traveler, 
like an inn, tavern, or decent shop— 
though the villagers seem to have no 
shortage of money with which to buy 
anything a merchant might want to 
sell—but Elvar’s also a little, er, 
unusual about religions. The Grain- 
lord changes faiths almost by the ten- 
day, complete with vestments, hired 
priests, if he can get them, and ritu¬ 
als. Messengers sent out to Scornubel 
or Boareskyr Bridge who take too 
long to return with a hired priest may 
find the clergy they bring back is 
already passe, professing a faith now 
fallen out of favor. Altar building and 
dismantling at the Cup of Plenty, the 
shrine Elvar maintains, keeps two 
carpenters busy day in and day out as 
the seasons pass. 

This whole-hearted leaping from 
deity to deity makes things veiy diffi¬ 
cult for visitors. It also makes life 
none too easy on the local priestess 
of Chauntea—a stubborn little wisp 
of a thing by the name of Antriera, 
who quietly sees to the healing 
needs of the garrison, farmers, and 
forage patrols Triel sends out. Shell 
also see to the needs of travelers for 
very reasonable fees. 

More than one adroit visiting thief 
seeking disguises for later has 
relieved Elvar of a dozen or more sets 


15 It’s so underdug that the doors covering cellar stairs are everywhere. 


120 




of priestly garb. (Antriera always 
burns the whip-and-chain vestments 
of Loviatar before the Grainlord real¬ 
izes he looks ridiculous in them and 
gets any funny ideas about creative 
secondhand uses for them.) Elvar 
always seems puzzled as to where 
they go and how he could have mis¬ 
placed them when everything’s so 
neat. This, of course, goads him into 
further acts of organization, cleaning, 
and rearranging—activities he never 
seems to tire of. 

For all his faults, Elvar, a simple soul 
at heart, is a genius at finding water, 
creating proper irrigation and 
drainage, and anticipating weather 
and crop problems. Folk from trou¬ 
bled Temyr have several times tried to 
entice him away from Triel with much 


gold to run their own farms. They are 
always puzzled as to why he refuses, 
but Elvar always does so, firmly. 

He does give advice and is well 
paid for it—but he won’t travel, so 
the rest of Faerun is free of his ability 
to smell where buried water lies and 
to dig a well just deep and large 
enough to draw with little pumping. 
Triel has two deep, clear wells that 
have never been known to get low on 
water due to his skill. 

His folk love him, for all his eccen¬ 
tricity. I learned all that I tell here by 
talking to several of them. If you can 
stomach all this, or are a dealer in 
clerical regalia or a creator of new 
cults, perhaps, Triel may be the 
place for you—or it may not. Most 
will pass it by. 


Ill 






















The BaolcLawds 


or explorers and adven¬ 
turers who favor warmer 
climes than the far, frigid 
reaches of the Savage 
North, the Backlands of 
the Sword Coast are the largest lawless, 
monster-haunted Irontier in western 
Faerun—unless one goes as far south as 
the trackless jungles of Chult. Many 
adventurers and nobles (or other 
crazed-wits) who hunt monsters for 
sport come here to wet their blades and 
gather trophy heads for their walls. 

The Backlands are named for their 
location as seen by coast-dwelling 
humans. They consist of the sparsely 
settled (by humankind) lands east of 
Serpent’s Tail Stream, the Forest of 
Wyrms, and the Trielta Hills; north of 
the River Reaching; west of the desert 
Anauroch; and south of the Greypeak 
Mountains. Once this area was covered 
by fertile farms that fed Netheril, a 
proud and mighty realm ruled by 
human sorcerers. Netheril’s ruins— 
said to be crammed with gems, gold, 
and magic-still lure opportunists to 
remote, perilous comers of the Back- 
lands every summer season. 

Today, the Backlands hold the most 
powerful elven realms left in Faerun: 
Evereska and the Greycloak Hills. They 
also hold the most fearsome monsters 
known to walk, slither, trot and crawl 
openly in the Realms. The beasts in the 
heart of the Marsh of Chelimber are 
fierce enough to prevent cmel and 
haughty cities of yuan-ti and ophidians 


in the Serpent Hills from spreading east, 
and feuding tribes of giants dwell in the 
Hill of Lost Souls and the Battle of Bones 
(two craggy areas named for past 
human struggles). The giants battle end¬ 
lessly over the rolling grasslands 
between the two areas. 

Tales of lost treasure abound in the 
Backlands. It is said to lie both in the 
mins and tombs of Netheril, and in 
more recent hoards such as the one 
said to be dug into the walls of Skull 
Gorge. Gates also abound. These per¬ 
manent teleportational areas are often 
invisible and may even be stranded in 
midair by the collapse of the buildings 
in which they were located. At least one 
such portal links Toril with outer planes 
where fiends, such as tanar’ri, dwell. 
Rumor whispers that the elven realms 
hold an entire network of gates which 
the Fair Folk use to travel the Realms. 
Most sages explain the presence of the 
many monsters in the region and the 
flourishing game they live on (which 
would seem far too little to support 
such a huge number of roving teeth and 
claws, but far too plentiful for those 
monsters to be eating much) through 
the existence of many gates that bring 
continual supplies of fresh beasts into 
the Backlands from somewhere else. 

The traveler is advised to come well 
armed in a strong party of battle veter¬ 
ans whose ranks include both mages 
and priests of power. Reliable guides to 
the Backlands are few, especially now 
that the Zhentarim have begun to mn 



125 




caravans through the area from Yellow 
Snake Pass to bases along the Delimbiyr. 
These caravans have hired away or 
killed off many of the hunters who for¬ 
merly roamed the area. Elven guides, 
once happy to permit small human 
expeditions into certain areas, have 
responded by preventing all human 
entiy into Evereska and ceasing all aid, 
including guide services. The monsters 
seem as plentiful as ever, and fresh 
bones of hired guards trying to get cara¬ 
vans safely past the beasts are so 
numerous as to litter the ground in 
some places. 

As so often happens, humans have 
responded to increased danger by 
charging into the area in ever-growing 
numbers. Monster hunters based in 
Hill’s Edge and Boareskyr Bridge do a 


thriving trade in preserved monster 
parts and caged live specimens, which 
they collect on wide-ranging expedi¬ 
tions into the Backlands. The Marsh of 
Chelimber holds the largest known 
concentration of catoblepas in the 
Realms, for instance, and the northeast¬ 
ern end of the Sunset Mountains is 
home to a realm of leucrotta—a collec¬ 
tion of rival packs of this notoriously 
unpleasant beast. 

Every year, new rumors of treasure 
found sweep the Sword Coast. Some¬ 
times the treasure is simply uncovered 
by the fierce storms that often lash the 
area, causing flash floods in normally 
diy basins and ravines. Sometimes a 
group of adventurers uncovers a small 
ruin or a scrub farmer turns up a chest 
or jug when plowing. Each year’s crop of 


1 2A 







treasure rumors goads wealthy interests 
in Amn and Waterdeep to sponsor fresh 
expeditions in search of the latest chance 
to gain some part of the magical might of 
Netheril. A single find of a new type of 
magical item or even a useful spell can 
make someone a lifelong fortune. 

Settlements in the Backlands are few. 
It’s not a place for the casual traveler. 
Those who enter the depths of this 
largely unexplored, trackless region 
must be prepared to forage for their own 
food and fight, more or less continu¬ 
ously, to keep from becoming someone 
else’s food. The safest area of the Back- 
lands, if there can be said to be such a 
thing is along the borders of the elven 
holdings. Although hopeful predatory 
monsters gather there, the elves mount 
strong patrols, employing magical flight, 
spells, and enchanted weapons as well as 
battle skill, and keep the area fairly clear. 
They don’t always come to the aid of 
nonelves whom they observe beset by 
ores or other monsters, but I’ve noticed 
that they usually respond to those who 
make the old elven hand signs for Greet¬ 
ing and Call for Assistance. 

To sign for Greeting, extend both 
arms—hands empty—straight up over 
one’s head, thumbs together, and then 
bring the arms forward in an encircling 
motion. Repeat this at least three times 
before letting one’s arms fall. The 
motion can be repeated several times. 

The Call for Assistance can be pre¬ 
ceded by an attention-getting ululation— 
a high-pitched chattering scream or 
swooping two-note warbling something 
like a continuous repetition of the sound 
small boys make while beating their 
chests and pretending to be a bull ape 


from the jungles of Chult (the most com¬ 
mon caged animal seen in the cities of 
the Sword Coast). This could be 
described as setting one’s voice as high 
as it will go, and then dropping one note, 
and then back up, as fast as possible: 
“Uhh-ohh-uhh-ohh-uhh-ohh” and so on. 
At night, some elven patrols will respond 
to this sound alone. Those planning 
treacherous use of this cry should 
remember that elves don’t need light to 
see the positions and deeds of humans. 

The Call is signaled by raising one 
arm, holding it upright as far as the 
elbow, and waving the forearm in one 
direction only (not from side to side, as 
most humans do), from where one’s 
hand is just above one’s face, down to 
where the hand covers the chest, and 
then back up, repeating rapidly As with 
the Greeting’ the hand must be empty. 
Only one arm should be used, although 
repetition is understood as an added 
indication of urgency. Remember that 
wise travelers never have to rely on any¬ 
one else for assistance. 



12S 







Drauunj SLVorzds 


This small village occupies a solitary 
crag. The crag is located just east of 
Northdark Wood and hallway between 
the Hill of Lost souls and Hill’s Edge. 
Northdark Wood is called by some the 
Dusk Wood and by others Reluvethel’s 
Wood, after a famous elven ranger 
who once hunted in it. This forest is 
east of the Trielta Hills, and is the most 
northerly arm of the Reaching Woods, 
separated from the others by the Dusk 
Road. 

Drawn Swords is named for several 
hard-fought battles here in the past, 
plus the vigilance that all who dwell 
there must maintain if they’re to live 
long enough to see another morn. In 
the past, a combined human and elven 



force smashed an ore realm at this 
location. In another past battle, elves 
put humans planning to found a realm 
of their own to flight. 

From the distance, the traveler will 
see a broken stone tower atop a steep 
crag. The tower is surrounded by a 
ring of trees and a few unfenced culti¬ 
vated plots. The tower is an old rob- 
ber-knight’s keep, now partly in ruins. 
The keep at the crest of the crag 
(called Swordskeep) provides a look¬ 
out, a shelter for food stores, and an 
armory. The local farmers and 
hunters, who dwell in stone-and-sod 
cottages on the steep slopes of the 
crag, retreat here when beset by large 
ore tribes, raiding trolls, and the like. 

The village numbers perhaps 80 
folk, about 20 of whom are usually off 
hunting. The village keeps a constant 
watch for approaching creatures of all 
sorts, and can muster over 40 expert 
archers. The usual defense of this 
often-attacked village is to fire volleys 
of arrows, retreat up the slopes to the 
next ring of cottages, fire all the arrows 
there, retreat again, and so on. Each 
home has at least eight quivers of 20 
shafts each hung up just inside the 
door for easy access in a hurry. At least 
two quivers will be fire arrows, their 
shafts wrapped in cloth that has been 
soaked in pitch and is ready for light¬ 
ing with a firebrand. 

A giant triple crossbow set up on 
the top surviving floor of the tower can 
hurl its bolts far enough to surprise 
many an enemy and hard enough to 
pierce three trolls standing one 
behind the other. Shafts are often set 
aflame just before firing in order to 


1 26 





illuminate enemies attacking by night 
or to slay trolls. 

It’s surprising that such a small, iso¬ 
lated village has an inn, but the place 
serves as a base for many adventuring 
bands and a group of guides and 
swords-for-hire. This last group is 
known as Saern’s Sharp Swords. Their 
founder and original leader, the war¬ 
rior Saern, was killed over 20 winters 
ago in a winter skirmish with hobgob¬ 
lins north of the village. 

The importance of the village, the 
existence of the inn, and the inn’s 
Harper defenses and probable owner¬ 
ship are due to an ancient gate located 
in a room of its own on the ground 
floor of the old keep. The gate appears 
as a shimmering blue upright oval of 


silent, dancing, cold fire. This two-way 
portal operates continuously. It allows 
regular supply shipments to reach the 
village. The gate also permits the con¬ 
stant passing back and forth of adven¬ 
turers and hunters wanting to quickly 
reach the heart of the Backlands or 
Northdark Wood, which offers splen¬ 
did bear and stag hunting. The opera¬ 
tion of the portal also permits a 
constant flow of captured monsters or 
the trophies of slaughtered monsters 
from the frontier to Berdusk. Every¬ 
thing from heads and antlers to exotic 
innards destined for sale by apothe¬ 
caries and purveyors of magical ingre¬ 
dients passes through. Berdusk then 
offers both overland and riverborne 
connections for travel and trade. 


127 











Lajodro xnks 

There are two tourist attractions within 
easy reach of Drawn Swords. Remem¬ 
ber, however, that ores and the like 
watch the village, waiting for prey to 
come to them, so “easy” refers to dis¬ 
tance, not safety or a leisurely trip. 

One is sacred to worshipers of Sune 
Firehair, the Lady of Love. Her wor¬ 
shipers often make pilgrimages to it. 
Known as the Flame Stone, it is a huge 
upright stone as tall as two adult human 
males that stands in a grassy glade on 
the eastern edge of Northdark Wood, 
within sight of Drawn Swords crag. 

On Midsummer Nights, or when 
Sune wills, the stone glows with a 
vivid, orange-red, flickering radiance, 
resembling a leaping tongue of flame 
from a distance. Touching it then—if 
one is a worshiper of Sune—is said to 
heal all diseases, curses, illnesses, 
wounds, and wastings. Good fortune 
is said to come from feasting and kiss¬ 
ing in its presence at all times, so the 
Flame Grove is the site of many unin¬ 
hibited revels by Sune-worshipers. 
Most come in summer, when dancing 
and frolicking in scanty dress all night 
is relatively comfortable—but some 
brave souls come here in winter. 

Whenever the grove is in use, Stag 
Warriors guard the revelers from 
predators. These Stag Warriors are 
hired warriors commanded by priests 
of Sune. They wear helms adorned with 
antlers—apt to be awkward when 
plunging through trees, I’m told. There 
are at least six Stag Warriors on duty 
every night that worshipers have made 
offerings to the priests of Sune in Drawn 
Swords, and usually twice that number 


are present. Sometimes there may be as 
many as 20 Stag Warriors on duty. 

These defenders normally ring the 
grove, facing outward at least 10 
paces into the forest. Young wor¬ 
shipers and bridal couples often use 
the grove alone, without warning any¬ 
one. Their gnawed bones and gore 
tell their foolish fate to the next folk to 
venture into the grove without the 
protection of the Stag Warriors. 

Stag Warriors earn 4 gp each per 
night. As can be expected, there are 
often several penniless hireswords 
staying in the village and awaiting a 
chance for this duty, foraging for food 
in the meantime. 

The other nearby landmark lies 
halfway between Drawn Swords and 
Skull Gorge. Used as an occasional 
encampment by travelers ignorant of 
its legendary defenders or confident 
of being able to handle them, it’s 
called Fallen Giant Tomb. 

In ancient times, a great chieftain of 
the mountain giants, whose name has 
been lost, perished. His grieving follow¬ 
ers carved a stone ridge into a sem¬ 
blance of his sleeping form. Much 
cracked and crumbled by the years, it 
remains an impressive, serene form 
over 200 feet long. There are the 
inevitable legends that it rises up to slay 
folk nearby on certain nights, but 
adventurers who’ve camped there tell 
me that the sculpted stone never 
moved. They warn, however, that if any 
blood—even from already-existing 
wounds or uncooked meat—is spilled 
on the slopes of the ridge or upon the 
stone form itself, four or more undead 
skeletons of mountain giants armed 


1 28 



with spiked clubs erupt from the earth 
and seek to slay any living creatures 
who don’t flee the ridge immediately. 

These guardians also appear 
whenever anyone digs on the ridge. 
There seems to be an endless supply 
of them. One old ranger claimed to 
have personally destroyed over 30 of 
them over the years. No one can exca¬ 
vate without continuous interrup¬ 
tions from erupting undead. 

The giant chieftain is buried some¬ 
where under the stone that bears his 
likeness. The way down to his tomb, 
which was presumably covered over by 
the giants who buried him, has been 
since totally obscured by time or delib¬ 
erate working of the ground and is 
completely lost. The dwarves, giants, 
and elves all have tales of this tomb, 
tales that are surprisingly detailed—and 
in agreement about all of these details. 
The giant lies buried beneath a body- 
plate of solid, everbright silver, resting 
on a bed of stacked golden ingots, with 
his magical war hammer on his chest 

Each ingot must be worth over 100 
gp if the descriptions of their size are 
true. There must be at least 2,000 of 
them in the tomb, and probably two or 
three times as many. Thrice war par¬ 
ties have found the buried giant and 
borne away his enchanted weapon, 
retreating from taking all the gold 
because of the undead guardians. 

The war hammer is as large as a 
siege ram, but flies by itself, so people 
who can’t lift it can wield it by touching 
it and willing it to accompany them. 

They tow along the floating hammer 
rather as a mage can direct a Tenser's 


floating disc. The war hammer can be 
directed to fly at an opponent, 1 but it 
does this only six times before flying 
away to return to the tomb, which 
reseals itself. 

PLdces of IwTeResT 
)bJ Draudw Suook&s 
Inns 

The Sword and Dragon 



This inn is built of stone and is apt to 
be drafty and icy-cold in winter. Any 
stay here is interesting, however—the 
place always holds armed adventurers 
drinking and spinning wild yams, and 
caged monsters usually sit in storage 
cellars under the inn, awaiting trans¬ 
port to Berdusk. From time to time, 
one of these captured beasts escapes, 
and the village has an anxious time 
until it’s slaughtered or caged again. 

The inn is connected to a stable 
that is set below it down the steep 
cragside, and here the inn staff mem¬ 
bers swap and sell a good variety of 
mounts. The staff members also sell 
food and travelers’ gear. 

The inn is owned by anonymous 
Berduskan interests, and the staff is 
rotated back to Berdusk eveiy month. 
This means that a particular acting 
innkeeper will be in Drawn Swords 
every third month. The owners are 
thought by most around the Coast 
lands to be Harpers—chiefly because 
of who appears to defend the inn 
whenever Zhentarim seek to take 
control of the village. 


At THAC0 4 and 4d4 points of damage—6d4 points to large (or bigger) size foes. 


1 29 




Bv eReslca 

This verdant valley and walled city of the 
elves is the greatest known concentra¬ 
tion of moon elven Fair Folk remaining 
in Faerun— beautiful, cultured place 
of beauty where few are welcome. 
Evereska vale is encircled by supposedly 
unbreathable mountains and can only 
be entered via gate, through a narrow, 
well-guarded cleft east of the Halfway 
Inn, or from aloft. 2 There are rumors of 
gate linkages with Waterdeep, the island 
elven realm of Evermeet, and ruined 
Spellgard. 3 Elven archers patrol the 
skies on giant eagles to prevent 
unwanted intrusions, and wards of the 
strongest sort prevent teleportation into 
or out of the vale. If there are any pass 
tokens to these wards, they are kept 
very secret. 

Some sages believe the vale is 
defended by the magics of the elven deity 
Corellon Larethian himself. Its defenses 
certainly do include bolts of hurled 
magic that strike from the sky to smash 
hostile armies. Few beings venture 
within 10 miles of the foothills of the 
Evereskan mountains without being 
seen by the elves of one of the many ever- 
vigilant watchposts and mobile patrols. 

Don’t expect to get into Evereska 
unless you have legitimate business and 
are an elf—or can persuade an elf to 
escort you in. Harper pins are usually 
known to grant passage unless there’s 
evidence they’re carried by a non-Harper. 
Dwarves, half-ores, and the like are usu¬ 
ally not admitted, whatever their aims. 

Most trade between Evereska and the 


nonelven world is carried on at the 
trading compound of the Halfway Inn, 
constructed for that veiy purpose. Elves 
do not welcome strangers into their city 
or their homes, and won’t grant a 
tourist or merchant passage into the 
vale just because she or he wants to see 
its glories. 

And those glories are considerable. 
I’ve seen them briefly and can report a 
gardenlike series of lawns and wooded 
terraces interlaced with crystal-clear 
streams that link spill pools and foun¬ 
tains. Birds, cats, and small forest crea¬ 
tures are numerous, and music is 
heard here and there. Splendid tall 
houses with many spires and balconies 
rise up through the many huge, old 
trees. These trees are mainly duskwood 
and bluetop, but almost all varieties can 
be seen in the vale. 

Even the poorest, most crowded 
streets are clean, beautiful, and luxuri¬ 
ous by human standards. It is on these 
streets that artisans live and work close 
together, sharing the use of a public 
park rather than enjoying their own pri¬ 
vate grounds. Imagine an entire city 
about as splendid as the royal palace 
and gardens of Suzail—or the best 
areas of Silveiymoon, without any of the 
cobblestones or crowding—and you’ll 
begin to see what it must be like. 

Amid all of this splendor are temples 
to all of the elven deities, the Evereska 
College of Magic and Arms, and palatial 
noble estates. The Evereska College is a 
training academy of the highest stan¬ 
dards. The training it provides is one of 
the reasons that Evereska is so well 


"The general location of Evereska can be seen on the map in the entry on the Halfway Inn, later in this chapter. 
3 See FR13 Anauroch and FOR4 Code of the Harpers. 




defended. Harpers are the only 
nonelves who can normally get training 
at arms or magic in Evereska, although 
the occasional half-elf, if of sufficiently 
exalted parentage on the elven side, may 
be taught. 

The palatial estates are home to pow¬ 
erful and ancient noble families. The 
cold, sneering pride of these elven fami¬ 
lies is the greatest weakness of Evereska, 
and the prime reason most nonelves 
wouldn’t want to enter the vale. The 
haughtiest of the elves even look down 
on elves of their own race whose lin¬ 
eages aren’t as exalted as their own. 

Their contempt for elves of other races 
is usually open, and their abhorrence of 
nonelves loud and ostentatious. 

Some haughty elves have gone so far 
as to move their estates as far away as 
possible from places most often visited 
by humans. These places include 
Moondark Hill, where human wor¬ 
shipers of Solonor Thelandira come, 
and the Unicorn & Crescent, an inn that 
welcomes Harpers, the Heralds, and the 
Chosen of Mystra on the rare occasions 
when such visitors are in the city. (Inci¬ 
dentally, these are places I couldn’t visit, 
and therefore can’t rate.) 

Elves of Evereska need little from the 
outside world. Most of what they want 
comes under the heading of pursuing 
hobbies, from collecting coins or 
weapons from places as far afield as 
Zakhara, to breeding experiments, to 
collecting magic. 4 (Sometimes 
Evereskan noble elves are thought to 
manipulate humans into marriage and 
watch the results from afar by magic.) 

In exchange for items or equipment 



needed for the pursuit of their hobbies, 
they usually sell baubles: the tinkling 
blown glass and metal wind sculptures 
that hang in trees making soft music in 
the breezes from one end of the vale to 
the other; tiny ornamented, sapphire- 
adorned, silver-bladed throwing dag¬ 
gers and belt knives that are much 
favored as hidden defenders among 
noble ladies all over Faerun; vintages 
considered too poor for Evereskan 
tables; and small poems set down in 
exquisite calligraphy on slabs of ivory or 
the like in delicate hanging frames. The 
occasional spell scroll or glowing globe 
is the most magic they’ll willingly sell. 
Sages, thieves, and artisans from all over 
Faerun would give much to see more of 
the glories of Evereska. 


4 “AU crass and misleading oversimplifications, of course,” says Elminster. 

151 







The 

Gizey cloak H)LLs 

Once known as the Tomb Hills, these 
high, grass-girt hills were settled by the 
elves of Evereska a few decades ago, 
ostensibly to deal with the many ban¬ 
shees there. Now they’re always 
cloaked in mist—part of a powerful 
ward that warns the elves of intruders 
and negates certain magics. The name 
Greycloak Hills comes from these mists 
and the gray cloaks worn by the elves 
dwelling there, who call their land 
Greyhome. 

There’s little for a traveler to visit 
Greyhome for, now that strong elven 
patrols block all access to the magic- 
rich tombs of the Fallen Kingdom. 
These patrols are sometimes bolstered 



by the Walker in the Mists, a golem 
formed, those who’ve fought it swear, 
from solid mist! 

In the Fallen Kingdom, adventurers 
in earlier years found tomb after tomb 
of long-dead warrior-kings, both 
human and elven. Most folk in Amn, 
Baldur’s Gate, and Waterdeep, where 
many such forays were sponsored, 
believe the elves wanted to seize the 
riches and magic for themselves. 

Maskar Wands, head of the noble 
Wands family of Waterdeep that is 
famous for its mastery of magic, has 
said publicly he believes powerful 
Netherese magic was found in the 
Greycloaks—perhaps an entire fortress 
or city—and the elves felt they must 
possess it to strengthen Evereska, pre¬ 
vent a stampede of greedy and well- 
armed humans into the hills, and keep 
the magic out of the hands of the Zhen- 
tarim, whose forces and caravans 
probe ever more often at the defenses 
of both Evereska and the Greycloaks. 

Rumors in the Halfway Inn speak of 
elven warriors training extensively in 
the high meadows of Greyhome and of 
magically aided digging going on there. 
The digging is rumored to be the con¬ 
struction of cavern homes for the elves 
to retreat to should they be driven out 
of Evereska, since Zhentarim and ore 
attempts to tunnel into the rich vale 
grow more numerous every year. The 
elves could also be excavating 
Netherese treasures, of course. 

Travelers and adventurers beware: 
The elves aid visitors they favor by offer¬ 
ing an empty barrow tomb as a camping 
place, but deal harshly—that is, fatally— 
with those they deem tomb robbers. 


131 



H&Ifujav Ik>k> 

Despite its name, this establishment is far 
more than an inn. It is more a community 
to which the name of the inn is applied. 
Why it’s called “Halfway” I’m not sure, but 
the general consensus is that it’s “halfway 
to anywhere”—except Evereska. 5 Halfway 
Inn functions as a tavern, stables, and 
storehouse, and as the center of a caravan 
camping area and trading compound 
used by all who want to trade with the 
elves of Evereska 

Most humans are never allowed to 
even see that fabled valley and city. This 
prohibition accounts for the popularity of 
the latest in Evereskan exports: exquisitely 
painted views of gardens, mansions, and 
temples of the city of Evereska. These 
paintings are truly beautiful, with vibrant 
colors, charming scenes, and magics that 
preserve them and make them glow so 
that they can seen even in darkrooms. 
Small cantrips on the most expensive of 
these pictures make small birds, squirrels, 
and the like appear and wander through 
the scene augmented, very rarely by an 
armored elf or gowned lady gliding along 
in the background shadows or appearing 
from time to time in the windows of a cas¬ 
tle turret or on a balcony Such pictures 
sell for 400 to 6,000 gp, depending on size, 
subject, and enchantments. 

Trade at the Halfway Inn is a two-way 
process. For their part, the elves of 
Evereska, preoccupied with defending 
their vale and the nearby Greycloak Hills 
against an increasing Zhentarim presence, 
have begun buying the finest horses they 
can get. 


This sort of trade keeps the Halfway Inn 
busy. Adventurers use it as a base to 
explore the lands around (though they’re 
no longer welcome in the elven-held Grey¬ 
cloak Hills), merchants and mercenaries 
gather here, and the few elven-led cara¬ 
vans assemble here for trips to Secomber, 
Waterdeep, Berdusk, Neverwinter, Silveiy- 
moon, or Baldur’s Gate (rarely elsewhere). 
Humans, elves, half-elves, dwarves, and 
halflings are all seen here often. The pres¬ 
ence of the compound has encouraged 
halflings to settle in the woods around, 
and the smell of rumored gold finds on 
the Lonely Moor has drawn the dwarves. 

The Halfway Inn stands in a small for¬ 
est, just west of a narrow, heavily guarded 
cleft that offers the only way into Evereska 
for those who can’t fly. (Other paths lead 
out of Evereska to the north and south.) 
The visitor will find a wide wagon trail 
leads from the west into a large open area 
divided into camping areas, each with two 
paddocks and a spring-fed horse pond, by 
a radial array of warehouses. An open 
assembly ground spreads out to the south; 
a trash dump and a wagon repair works 
lie beside it The easternmost building, at 
the back of this bustle, is the Halfway Inn. 

Places of InTcrcsT 
)nj the Halfcuav Inn 

Iww/TaveRw 

The Halfway Inn 

iiiMWQm 

Stoutly built of wood and stone, the inn 
has a dark appearance from the front. It 
almost seems to blend into the trees 


5 Elminster says some of the elves of Evereska have traveled widely and might well have heard our expression 
“Ill meet you halfway”—and named the inn for that as a quiet elven joke. 


155 




around it. Long candle lamps light the 
entrance brilliantly 

The visitor can readily see the attached 
stables on the north end of the building. 
They’re “self-service”-style stables, but 
warded to chime a tiny hostler’s bell if 
entered from outside. The bell doesn’t 
sound if they’re entered from the inn. 

Stepping inside the inn, the visitor finds 
a dark lobby with a doorwatcher and a 
cloak room. The doorwatcher is usually 
one of the pretty elven barmaids, glad to 
be off her feet for a time. Behind the raised 
front of her desk she has a foot gong to 
summon armed aid, and a hand cross 
bow that fires sleep-envenomed darts. 

Beyond the desk, a broad archway 
opens into the tavern room, the heart of 
activity in the Halfway Inn. This dimly lit, 


many-pillared room fills the entire 
ground floor of the inn except for the sta¬ 
bles to the north and the kitchens to the 
south. The ground floor room has over a 
dozen round tables by the bar, but most 
patrons prefer the heavily curtained 
booths that open off the main room all 
along the north wall, the east (or back) 
wall except at the exit, and the south wall 
once one is past the bar. At least one 
booth is known to have a secret passage 
connecting it to the cellars below, the 
back hall, and a linen closet on the floor 
above. 

The booths have tables, built-in seating, 
and curtains that completely conceal 
those inside when drawn together. The 
back or east end of the room is deliber¬ 
ately kept dark for privacy, and the rest of 


154 







the room is “cozily lit for reasons of dis¬ 
cretion,” as one of the staff put it All this is 
because most elves don’t like strong light 
and the other patrons are busy not being 
seen. The inn is always abuzz with deal¬ 
making covert meetings, and whispered 
intrigues. 

A broad wooden stair with several 
shield-hung landings rises up from the 
main tavern room to the two floors of 
sleeping rooms above. The inn’s third 
floor consists of a single suite of rooms 
right up among the trees, and the suite is 
almost always occupied by visiting elves. 

The rear exit to the tavern room opens 
into a back hall with a stair to the sleeping 
floors, the entrance to the stables, and a 
back door. All three are much used by 
guests who don’t want to be seen leaving 
or going to their rooms—and by local 
professional escorts. The Halfway Ladies 
(not part of the inn staff, but known to 
them and allowed free run of the place) 
are notorious for their high-class dress 
and manners. They’re mostly moon elves 
who pretend to high rank, though a 
doppleganger once slipped into the roster 
for a tenday. 

The inn serves good food, has a sur¬ 
prisingly wide selection of cheeses from 
all over Faerun, and offers a broad, well- 
stocked cellar of good wines. The beer is 
robust, even nutty in flavor, and the zzar 
will catch most Waterdhavians by sur¬ 
prise. It’s been strengthened to elven 
tastes, ending up as an almond-flavored 
strong sherry. 

The inn is run by the discreet and 
trustworthy Myrin Silverspear, though I 
suspect it’s owned and run by the rulers 
of Evereska, not Silverspear himself The 
inn staff consists of old veterans, who see 


to the stables, furniture, and brawls, and a 
selection of pert, pretty fast-moving elven 
barmaids. The moody, haughty or brood¬ 
ing sorts of elves don’t apply for this posi¬ 
tion. The Halfway specializes in getting the 
cheery, bouncy sort, all tinkling laughter 
and deft dancing around patrons while 
carrying flagons balanced to the ceiling. 
They keep the drinkers well supplied 
downstairs and keep the rooms upstairs 
clean and comfortable, if unspectacular. 

The inn’s decor and appointments are 
definitely rustic, with chamberpots 
instead of garderobes. An ewer of water, 
some fruit, and a jar of biscuits are placed 
in every room. Cats pad everywhere 
within and about the inn, keeping the 
mice down. 

The Halfway Inn is a welcome haven 
to many travelers. Long may it remain so. 



155 








The Ma K$h 
Of CheUmbeR 

The tale of this vast wetland’s creation 
is known to every youngling in west¬ 
ern Faerun. 6 The elementals who ran 
amok, spreading the Winding Water 
to flood all the lands of Prince Che- 
limber, and the warring wizards 
whose spell battle released them are 
all long gone, but there are fresh tales 
about just where Chelimber’s flooded 
halls lie every spring, as a new lot of 
hopeful adventurers brave the bogs 
and lakes of the waiting, mist- 
shrouded Marsh. Most of the tales say 
Chelimber and his courtiers are now 
aquatic undead who guard the 
prince’s huge hoard of gold and sil¬ 
ver, dragging intruders who get too 
close to their flooded hall down to a 
watery grave. The existence of this 
hoard is said to be proven by the sil¬ 
ver goblet brought to Waterdeep in 
triumph by the adventuress And- 
lazara 70 winters ago. Its handle is the 
snarling boar of Chelimber. 

Sensible travelers don’t need fear¬ 
some tales of undead to keep well clear 
of the marsh. It’s a long trek off the 
trade roads, and it offers stinking mud, 
quicksand, and clouds of stinging flies, 
to say nothing of catoblepas, water spi¬ 
ders, water snakes, lizard men, 
gulguthra, and similar dangers to the 
traveler. No known trails safely cross 
the vast, mist-shrouded, dank maze of 
water and little islets. There’s little to go 
there for, either, unless one is a mer¬ 


chant trying to capture a marsh mon¬ 
ster for a wealthy collector or kill one 
for the yield of its carcass in magical 
components. 

Some people enter the marsh in 
search of plants, as some marsh 
plants have medicinal uses, though 
few bring high prices. One can also 
live on marsh fish, though they tend 
to taste unpleasant at best. A few 
hunters make a living by throwing 
weighted nets over groups of marsh 
fowl from the relative safety of the 
marsh verges or use poles, safety 
ropes, and shoe pads’ to gather 
marsh bird eggs for food or sale. 

Some eggs are the size of a large 
human’s head! 

Yet there’s a lot of marsh to yield 
such things. It’s as large as nearby 
Evereska and the Greycloak Hills 
combined, and of a size with the Ser¬ 
pent Hills. Its spreading waters 
flooded a large realm and may hold 
many riches, plus treasure known to 
have been hidden in the bog in recent 
years by brigands and by desperate 
dwarves fleeing ores. 

Several travelers who blundered 
into the heart of the marsh have 
reported a wondrous sight: a castle 
floating in the air, hidden by the mists 
until one is near. Obviously damaged 
in the spell battle that created the 
marsh, it hangs upside down, close to 
the ground—but is now home to a 
huge swarm of stirges that pours 
forth to overwhelm creatures who 
come too close. 


6 See the “Western Heartlands” chapter in A Grand Tour of the Realms in the revised Forgotten Realms Cam- 
paign Setting box for this tale. 

7 Shoe pads are shoes that are attached to curved plates like miniature coracles for the feet. They allow a skilled 
poler to walk atop the bog or water. 


15(5 




The Well 
of DizAgobos 

Many folk have heard fireside tales 
about this place—but most folk in the 
Realms think it’s purely a bard’s 
fancy, a mythical place designed to 
add color to a ballad or tale. A few 
starry-eyed adventurers have gone 
seeking the Well, notably some well- 
heeled young noble sons of Water- 
deep. Those who returned say they 
found nothing like it in all the Back- 
lands. Yet I have seen it, and can set 
down here for the first time details of 
this wondrous sight. 

The Well is a deep pit concealed by 
illusory terrain except during moon¬ 


light, due to powerful shadow magic 8 
It’s a vast natural cauldron, probably 
once a volcano. Its circular opening is 
as big across as the length of many 
respectable villages. There’s a little 
meltwater- and spring-fed lake at the 
bottom—and bones, heaps and heaps 
of bones. 

Here many dragons have gone to die. 
Amid their huge, tumbled bones 
adorned with treasure they wore or 
bore here lies the guardian of the 
place—the Dire Dragon. (I saw gems as 
large as human fists, magical amulets 
and rings, and more!) The Dire Dragon 
is a shadow dragon that by misfortune 
of spell or exposure to magical items 
achieved undeath. If its words can be 


“The locations of the Well of Dragons and the nearby ruined village of Ladydove are shown on the map in the 
entry on Hill’s Edge in the chapter on the Sunset Vale, later in this guide. 






believed, it did not achieve this status 
through any deliberate process. 

The Dire Dragon is unusually large, 
and its shadow magic is mighty indeed. 
Not only does it keep the Well hidden, it 
has slain no fewer than eight arch¬ 
mages who came seeking its treasure. It 
showed me their bones proudly. 

“Spread the word, manling,” it said with 
a cynical gleam in its eyes, “and therell 
be more, as sure as night follows day 
Dragons think, but humans charge 
in—and for all of us, greed kills.” 

i saw a cavern mouth in the side of 
the bone-strewn pit, probably used by 
the Dire Dragon as a sleeping lair— 
but I’ve no idea if it continues to other 
caverns or is a dead-end hole. The 
Dire Dragon keeps the most useful 
and powerful magic brought by dying 
dragons there, leaving only the 
baubles out in the pit. Most dying 
dragons who reach the pit simply dive 
down to shatter themselves against the 
rocks and bones. Some like to talk 
away their last hours, and the Dire 
Dragon talks to them, learning what it 
can of hoarded treasure, battle tricks, 
spells, and the like. Others never reach 
the Well. If the Dire Dragon’s scrying 
magics detect them—it often keeps 
watch around the Well—it goes out 
and brings their bodies to the Well. 

About a mile east of the pit, amid 
wooded ravines and rock outcrops, 
there’s an inn called the Dire Dragon. 
The inn is all that remains of the half- 
elven village of Ladydove, burned and 
laid waste to by the Dire Dragon. It’s 


guarded against its namesake, all other 
dragonkind, and most brigands by a 
powerful ward. This invisible magical 
barrier teleports two gargoyles wher¬ 
ever the innkeeper commands. These 
guardians fight for the innkeeper with 
absolute loyalty. 

The ward also reflects back all 
breath weapons, and drains life force 
from all dragons (even if they’ve 
adopted another form) and all who 
bear metal weapons. 9 There must be 
a ward token to prevent harm when 
using metal tools, but I’ve not seen it. 


Places of InjTcrcsT 
Ncar the 
Well of Drzagosjs 
Inns 

The Dire Dragon 


%%%% 

This small, rustic stone inn is apt to 
be chilly and damp. It sees few guests, 
but has a certain charm, and is run 
by the greatest living sage on matters 
of dragonkind, the Calishite lady 
Yajandra Dlathaero. 10 What brought 
her to this desolate spot was the 
chance to study the dragons, using 
her very powerful sciying magic. 

The rooms here are tidy and insect 
free, and each features a lofty com¬ 
forter of a different quilting pattern to 
stave off the chill. Yajandra sets a good 
table of hearty food. She always appre¬ 
ciates a gift of good wine, beer, or 
liquor. Try her spicy frog stew. 


9 Draining dragonkind of 6+1 d 12 hit points per round (no saving throw). All other creatures take 6+ld4 points of 
damage per round (saving throw for half damage), and their damage can be healed, whereas dragonkind hit point 
losses are permanent. Throwing away a metal weapon or tool ends damage at the end of the round of release. 

10 If the DM desires, Yajandra knows everything in the FORI Draconomicon sourcebook. 





XowthaL’s Tovoeri brought with him a roving guard of a 

dozen Zhentilar to “defend” the village. 

This small, remote village is nestled on the All of them veterans of the Moonsea 
southern slopes of Mt. Hlim. Here about Wars, and most of them are expert 

40 folk eke out a living by hunting, fishing archers. They take their duties seriously 

along the northern verges of the perilous because, one old man told me, the 

Marsh of Chelimber, and raising sheep Zhents often send wizards about in dis¬ 
and goats on the high mountain mead- guise to make sure their local agents do 

ows. They keep to themselves, hoping to well. Travelers who aren’t friendly to the 

escape attacks from the yuan-ti and Zhentarim should keep quiet about it. 

ophidians of the Serpent Hills, but do offer Most of the villagers are now in the pay of 

beds to travelers seeking Evereska or a the organization. 

way through the Greypeak Mountains. Xonthal’s Tower began as a cluster of 

The village has little to offer the trav- servants’ and apprentices’ homes built 

eler, but because the village serves as a around the solitary black stone tower of 

ways top for overland traders, the Zhen- the wizard Xonthal. Xonthal is believed to 

tarim recently established an agent here, be the first Faerunian to have mastered 

one Hansibal Droun, who runs a hard- the feather magic of Maztica, the Land 

ware shop and a swap-mount stables. He Across the Sea, becoming a plumaweaver 



15P 















(if I have the term correctly). He also rose 
to archmage status wielding the more 
familiar spells blessed by Mystra. 

Unfortunately, his studies seem to have 
affected his wits. He threw out all of his 
apprentices about 60 years ago and laid 
enchantments on the hedge around his 
tower gardens. The hedge attacks intrud¬ 
ers and has all the powers of the horrible 
monsters known as living walls. Xonthal 
himself is said to have become a lich—but 
as no one has seen him for a long’ long 
time, that may be mere speculation. 

Locals recall three separate Zhentarim 
attempts to breach the tower’ the last in¬ 
volving nine black-robed mages rumored 
to have come from Darkhold who stood 
on empty air a hundred feet or more 
aloft and hurled spells at Xonthal’s 
stronghold thick and fast. As one local 
put it, “They lit up the night. I’ve never 
seen so many spells before, not even in 
the big battles in Tethyr with all the 
mages hurling lightning at both armies!” 

In the end, somehow, Xonthal pre¬ 
vailed. Two of the mages were blown 
apart, and another mage flew away 
screaming’ blazing like a torch. The 
others fled. Word of this spread rapidly 
in the Coast lands, and fewer adventur¬ 
ers have come calling on Xonthal’s 
hungry hedge since then. 


and satisfied-looking man who always 
wears the latest fashions from Water- 
deep, is inordinately fond of his drooping 
mustache, and drives hard bargains. 
He’s never without at least three hard¬ 
eyed, alert ex-Zhentilar warrior body¬ 
guards, and so he can afford to strut. 

If the locals don’t like him, they keep 
it hidden, and he does deal in goods of 
the finest quality. He usually has about 
four riding mounts, another six ponies, 
and 10 or so mules available—though 
the mules are usually rented to local 
farmers, so a buyer will have to wait a 
day to get them. His shop stock is as 
good as a large sundries shop in Water- 
deep, with particular attention to ropes, 
lanterns, tents, cages, spikes, and other 
adventuring gear. 

Afodhen’s Mill 

Wool Mill 

i 1 

% 

& & 

This mill turns out bales of local wool 
for sale to passing traders. It is of good, 
though not exceptional, quality, with a 
pleasing off-white color that takes well 
to dye or bleach. The mill sells only 
wool, and does not process it into cloth 
or thread, though preliminary cleaning 
and some carding is performed. 


PLaces of IwTeResT 
)nj XowTbaL’s Tocuerc. 
Shops 

Droun Trading 
Mounts and General Gear 


| I J I I 

%%%%% 


Hansibal Droun is a sleek, portly, well-fed 


IwNs/TaveRNS 
The Black Flagon 


f||| 

%%%% 


This is your average backwoods rustic 
inn and tavern—overpriced and serv¬ 
ing heavy., gravy-swamped food. Don’t 
look forward to it too much, it is sure 
to disappoint you. 


140 



YaRTbRaJw 

This half-ruined farming village on 
the banks of the Winding Water has 
been the traditional northern 
explorer’s route into the Backlands. 
Here small skiffs from Boareskyr 
Bridge (although, since that place’s 
poisoning, fearful crews have left 
from Serpent’s Cowl instead) put in to 
unload seekers-after-glory-usually 
adventurers hoping to recover some 
of the lost magics of Netheril. 

Here on the south bank of the 
Winding Water due northwest of the 
Hill of Lost Souls about 60 folk herd 
sheep and cattle, fish in the Water, 
and grow root crops to scratch out a 
living. Most travelers wonder why 



they’re there at all—and why the 
heart of the village consists of half a 
dozen grand stone houses, now roof¬ 
less and fallen into ruin. 

The answer is the Baron of the 
Backlands, that butt of a hundred 
country simpleton jokes, such as: 
“How did the Baron find out if the 
water was boiling? Stuck his hand in 
the pot until he could say, “Yes, it’s 
boiling now.’ ” Over 80 summers ago, 
the warrior Zelarravyan Fangshield, a 
successful mercenaiy from Amn, set¬ 
tled here and proclaimed himself 
Baron of the Backlands. 

Zelarravyan was a battle-hungry 
soul. His enthusiasm for burning 
and hacking when carrying out a 
commission began to make him too 



141 







expensive for any of the merchants 
of Amn to use, but they feared what 
he might do if they exiled him or left 
him penniless, unhired, within their 
boundaries. So they all contributed 
gold pieces to give him a treasury, 
gave him the title “baron” and the 
money, and told him to go forth and 
settle the Backlands of the Sword 
Coast to guarantee Amn access to 
the timber and ores there forever. 

Delighted, Zelarravyan took his 
armed followers, plus all the volun¬ 
teers who hoped to become just as 
rich as he dreamed of being, and set 
forth. He came here to the closest 
river access to the Hill of Lost Souls 
(the landmark he headed for) and 
built himself a castle (referred to as 
Backlands Castle), surrounding it 
with grand homes for his captains, 
the new lord knights of his barony. 

Then things started to go wrong. 
Ores, hobgoblins, and worse swept 
down on the new settlement, a hard 
winter followed, and a wizard who’d 
been sent out from Amn to keep an 
eye on Zelarravyan decided that the 
baron had made too many mistakes 
and rash decisions. This man, 
Orlornin, came to court one evening 
and bluntly told Zelarravyan he was 
taking over. 

The baron responded by hurling 
a chair at the mage, felling him, and 
then challenging the groaning man 
to a fight. Furious, the wizard hurled 
a swarm of fireballs, incinerating 
most of the courtiers around the 
baron, who was in turn hurled out 
through a high window into the 
branches of a tree, unconscious. 


14 1 




The surviving courtiers thought he’d 
been blown apart by the fireball. 

That set a battle going in earnest, 
with fighters converging on the wiz¬ 
ard from all sides. 

The wizard Orlornin gave them 
death. Warrior after warrior fell—but 
there were always more, shouting 
and charging at him. Fleeing, the wiz¬ 
ard was cornered by the entrance of 
one of the lord knight’s homes. He 
hurled lightnings into it, slaying the 
gathered household, and followed the 
bolts in, climbing to an upper floor 
from whence he could see and hurl 
spells at will. Summoning his wiz¬ 
ard’s staff to him, he made a last 
stand. When archers began firing at 
him from the other grand homes, he 
sent fire and lightning into them, one 
after another, until most of the 
barony lay dead around him, the 
houses burnt-out shells. 

By this time, the baron recovered 
his senses. Finding a hunting bow 
and several quivers of shafts, he 
climbed a tree he thought close 
enough and slew the wizard, empty¬ 
ing both quivers into the slumped 
form until he’d torn it apart. (He’d 
heard of wizards walking after death.) 

He then found himself alone 
except for the badly wounded. The 
survivors had fled down the river on 
boats. Grimly, Zelarravyan salvaged 
what he could from the ruins— 
including the wizard’s staff—and set 
about building himself a secure, hid¬ 
den place in which he could survive 
the winter. 

The castle collapsed that first win¬ 
ter. In the spring, some Amnians 


found the baron leading a small, des¬ 
perate band of warriors. The band 
was raiding ores for food as ores usu¬ 
ally raided the settlements of human¬ 
kind. Most of the Amnians fled. A few 
stayed, and named the village 
Yarthrain, after a treacherous wizard 
in an old Amnian ballad who was 
given the death he richly deserved— 
but at a terrible cost. 

Yarthrain the village has remained 
to this day, but the baron is long dead. 
A bitter, battle-wild man, he began to 
raid all the caravans and adventuring 
bands he came across, always bru¬ 
tally slaughtering any wizards among 
them. For some 10 years, the Robber 
Baron of Yarthrain was a feared man 
from end to end of the Coast lands. 

No attack was too bold for him, no 
revenge too difficult. He followed vic¬ 
tims who’d given him the slip to as far 
away as the rooftops of Baldur’s Gate, 
using the arsenal of magical weapons 
and devices he’d amassed to keep 
himself safe from most sorcerous 
attacks. 

Finally he overreached himself. A 
young Waterdhavian noble eloped 
with his love, a noble of a rival house, 
because the head of neither house 
looked with favor on their union. 

They eloped in style, with a large bag¬ 
gage train and over 40 mounted ser¬ 
vants. The baron fell on the party like 
a starving wolf as it approached Hill’s 
Edge, headed for the distant glories of 
Cormyr. The cowardly young noble 
escaped the slaughter, abandoning 
his lady love and all their servants. 

The baron kept the survivors as 
hostages, returning in triumph to 


145 



Yarthrain, but the furious young 
noble, supported by merchants of 
that city who’d become increasingly 
fearful of their bandit neighbor, hired 
all the mercenaries he could find in 
Hill’s Edge and came to Yarthrain at 
the head of an army of over 1,000 
soldiers. 

The baron’s twenty-odd warriors 
saw the army approaching and fled. 
The furious baron took his lady 
hostage to the hill where the tumbled 
stones of his castle lay and buried all 
his stolen gold, vowing to return for it 
later. He planned to bargain his way to 
freedom with the lady, but she saw her 
love at the head of the approaching 
army and fought for her own freedom, 
stabbing and slashing the baron with 
his own silver-bladed long sword. 


Furious, the baron knocked her 
cold and threw her atop the gold. 

Then in a fit of cold cruelty he buried 
her alive and fled. He used one of his 
stolen magical items to whirl the 
stones of the castle around the army 
in a deadly rain, and in the confusion 
he slipped away. 

The young Waterdhavian survived 
the battle. He spent another decade 
hunting the baron down. His blade 
finally claimed Zelarravyan’s life, but 
his lady love was still dead, and he 
returned to Waterdeep to rejoin his 
family a sadder man. The rift between 
the two noble houses remains to this 
day. 

In Yarthrain, despite decades of 
hopeful digging and the use of most 
of the castle’s stones to build cottages, 


144 






no trace of the baron’s buried hoard 
of gold and any magic he couldn’t use 
or carry has ever been found. 

The baron still affects villagers 
every day, even if no adventurers are 
in town digging up Castle Hill. The 
grand stone houses of the lord 
knights stand empty because the 
ghosts of laughing lords and ladies 
still glide through them, glasses in 
hand, every night, and lamps and 
torches shine where there’s only 
empty darkness. Curious folk who go 
to investigate are sometimes found 
dead in the morning—slain by some 
sort of monster mat eats their brains. 
An illithid, adventurers say—but by 
day, they can never find it. Some say a 
band of mind flayers must be digging 
into the hill in a treasure search of 
their own, somewhere under the vil¬ 
lagers’ feet—but no adventurers have 
ever met with them, no matter how 
deep they dig. 

The tale of the gold is no fancy, 
though. Any adventurer who comes 
to Yarthrain is likely to see the phan¬ 
tom of the slain lady noble. She 
appears in darkness, a silver sword 
drawn in her hand, her long hair 
flowing about her shoulders, her 
gown torn away from one shoulder, 
and her eyes sad. She seems to reap¬ 
pear to those who’ve seen her before 
as a warning of approaching foes or 
danger. If they’re asleep, they awaken 
abruptly, terrified by a nightmare in 
which the maiden’s form, her eyes 
locked on theirs, melts away into 


brown bones, sprawled atop gold 
coins under the earth somewhere. 
This haunting 11 is commemorated in 
the name of the local inn and tavern, 
the Silver Blade. 


PLaces of IwTeResT 
isj YAizXhizA)bJ 
Iwws/TaveRws 
The Silver Blade 


* % % % 



Built of stones from the Baron of the 
Backlands’s castle, the Blade has three 
wings that sprawl through thick pine 
trees that separate it from the ruined, 
haunted houses of the lord knights. 
One is a stable, one a kitchen and 
pantiy, and one is the sleeping wing. 

The central part of the Blade at 
ground level is the dance floor and 
taproom. The Blade has gaming 
rooms and private meeting rooms 
upstairs in this central area. A huge, 
silver-painted, two-handed 
“boarkiller” sword hangs on chains 
from the overhanging cedar-shake 
roof over the front doors of the inn 
here as a signboard. 

The sleeping wing of the Blade is 
surrounded by a small but pleasant 
garden where in summer a fishpond 
and scattered birdseed provide pleas¬ 
ant watching for guests. Furnishings 
are rustic, but both food and staff are 
good, and these distant bedchambers 
are cozy, clean, and quiet. 


n Elminster says that any adventurers who find the hoard will end the haunting as far as the villagers are con- 
cerned—but that the grateful maiden will reappear to them alone as a warning of danger for the rest of their lives. 
If they want to greet her, he advises, her name is Cyndril Hawkwinter. (Her suitor was Dervil Manthar.) 





1 46 






SuKJseT Vale 


xcept for “isolated” Bal- 
dur’s Gate, when some¬ 
one speaks of settle¬ 
ments in the Coast Lands 
to most folk in Amn, 
Mirabar, Waterdeep, or even Cormyr, 
Sunset Vale is all they think of. To 
most people these communities seem 
islands of civilization and prosperity 
in a landscape of rolling wilderness 
inhabited only by legions of monsters 
and desperate brigands that, thank¬ 
fully, only rough-and-ready caravan 
merchants need visit. Though travel¬ 
ers know this is false—or at least 
exaggerated—it does indicate the 
long-standing importance of the Vale. 

The Vale is easily found on a good 
map. It encompasses all the lands 
between the arcing arms of the River 
Reaching and the upper Chionthar 
and the natural wall formed by the 
Sunset Mountains and the Far Hills. 
Berdusk (a base of the mysterious and 
powerful Harpers) and Iriaebor are 
the two largest cities of the Vale. The 
third, often overlooked city, is Hill’s 
Edge, gateway to the Backlands. 
Between these centers of power lie 
verdant, prosperous farms that have 
always exported food in plenty to all 
the lands around. The Dusk Road 
runs through the heart of the Vale, 
carrying the traffic of this vital region 
back and forth. The food the Sunset 
Vale produces is also shipped out by 
the rivers and along the Uldoon Trail 
toward Amn. 


The dangers Tunland presents 
with its nomadic humans and 
wemics and smaller marauding 
bands of goblinkin and other preda¬ 
tory monsters have kept the Vale safe 
from any sustained effort at conquest 
from coastal powers around the Sea 
of Fallen Stars. However, Amn and 
Westgate have both tried several 
times to take over the Vale by weight 
of coins, not swords. 

Most recently, the Zhentarim are 
still trying their hand at either 
dominating the Vale or shattering it. 
From their continually strengthened 
fortress of Darkhold, they are 
mounting ever-bolder forays 
throughout the Vale. They are trying 
to scare farmers and small folk into 
leaving, and discourage poor folk 
from all over Faerun from thinking 
the Vale is a good place to come and 
settle. They need to accomplish their 
ends before their aggressive sword¬ 
swinging provokes the cities of the 
Vale—or, for that matter, anyone 
else—from assembling an army and 
going to war. 

The Harpers are already openly at 
war with the Zhentarim in Sunset 
Vale. Many nights are lit by the 
sudden flare of hurled fireballs and 
split by screams of those struck 
down by the sword. Dawn the next 
day finds sprawled corpses or dark 
pools of blood where all had been 
peaceful the day before. Travelers, 
you’ve been warned. 



14-7 




AsbRavK) 

This small town is the market center 
of the farmers of the southern Vale. 
They trade with each other and with 
traveling merchants in the central 
market rather than taking their trade 
to the cities where someone else will 
make a profit from their food, not 
them. Buyers out of Berdusk and 
Iriaebor come to the market each 
day. It’s understood that the market 
of Asbravn fills bellies all along the 
Chionthar. 

Asbravn lies in a shallow valley 
where the Dusk Road and the Uldoon 
Trail meet. A dilapidated temple to 
Ilmater faces the market, which is 
ringed by swap shops, a cooper and 
cratemaker, a wagonworks, shrines to 



Lliira (A House of Joy), Lathander 
(Morningstone House), and Waukeen 
(formerly Goldcoin House, and now 
an abandoned, burnt-out shell where 
local children play), a tavern called 
the Tankard and Sheaf, and an inn, 
the Board Laid Bare. 

Asbravn is famous for the Riders in 
Red Cloaks, its police and defenders. 
They’re local volunteers led by a few 
experienced warriors and occasionally 
bolstered by mages and priests who 
are sponsored by Iriaebor to keep the 
roads and the market safe. The Red 
Cloaks patrol in mounted dozens and 
often have to battle bandits, trolls, bug¬ 
bears, ores, and predatory monsters in 
the foothills of the southern Sunset 
Mountains, east of town. 

Since Zhentarim activity has 
increased, the Cloaks have run up 
against poisonings several times, and 
against ambushes by mercenaries 
who were very well paid by someone. 
Local feeling—and fear—is running 
high against the Zhentarim. Almost 
every family has at least one Rider. 

The post of reinforcement Rider was 
once offered to any able warrior 
when needed, with archers being 
particularly sought after. At a pay rate 
of tens of gold pieces per week, such 
positions were eagerly sought. Now, 
however, the town’s chief priest of 
Ilmater, Abject Supplicant Asgar Tel- 
lendar, is insisting on questioning 
applicants with the aid of the 
Harpers, or so local rumor runs. 

Asgar’s temple, the House of the 
Suffering God, is in danger of closing 
down. Asgar heads a clerical staff of 
only six priests, three novices, and 





four lay worshipers. The temple itself 
is a crumbling ruin, its tithes too 
meager to pay for repairs. Sinister 
visions have begun to appear in 
Asgar’s dreams, showing the God on 
the Rack turning his back on the tem¬ 
ple of Asbravn, but as these dreams 
were always followed closely by visits 
from mysterious smooth-tongued 
people trying to buy the House, he’s 
not put too much credence in them. 
(“Zhents, or I’m a toad,” Asgar has 
told his worshipers angrily.) 

Other current local concerns are 
centered around a plan by one new 
landowner to breed long-horned 
horses for sale as battle mounts. 

Many farmers are afraid theyll get 
out and trample crops or need too 


much hay to keep the surplus crops 
shipping as good-as-gold exports. 

The traveler through Asbravn will 
see only lush farms with wood lots, 
drainage ditches and ponds, well- 
kept barns and stump-and-boulder 
fences, and general tranquility. At 
corners where tracks and trails meet 
in the town stand old, cracked, stout 
stone pillars surmounted by crum¬ 
bling horse heads. These are the only 
visible relics of an ancient city, 
Urdrath of the Horsemen, that stood 
on this site. The Horsemen were 
nomads who moved to Tunland or 
the Savage North long ago. Urdrath 
was where they came to worship and 
bury their dead in catacombs 
beneath the streets. 



149 






Today, false cellar walls and sliding 
stones in the foundations of many of 
the town’s fifty-odd buildings lead into 
a vast maze of underground passages 
and galleries, their extent unknown. 
Tomb chambers and coffin niches in 
the passage walls are everywhere, and 
the deeper levels are roamed by 
undead. Some of the fallen warriors of 
the Horsemen, legend says, were 
buried with rich treasures. 

Many a curious visitor has paid 10 
gold pieces or more to a local to be 
let into the catacombs—and more 
than one has fled out again in terror 
after coming upon a recently slain 
thief, face black with strangulation, 
throat caught forever in the bony, 
chilling grip of a skeletal arm that 
reached out of one of the horizontal 
coffin niches as the culprit passed. 
Still, the occasional person comes to 
the surface with a gem-adorned dag¬ 
ger or the remnants of an ivory or 
amber necklace, and brave (foolish, 
locals say) young people still come 
from Berdusk and Iriaebor on dares 
to enter the catacombs to impress 
their friends. 

Most visitors don’t look for such 
excitement in Asbravn. They marvel 
at the well-kept farms while passing 
through, perhaps buying some fresh 
eggs, cheese, or a joint of meat at the 
market. Or, they come here to buy 
wagonloads of provender in the mar¬ 
ket, knowing theyll get good fresh 
fare at fair prices. This is the sort of 
town folk remember fondly after one 
visit, feel at home in after a second, 
and make sure they stop by when 
possible thereafter. 


Places of InjTcrcsT 

AsbRavK) 

Shops 

Samborl’s Sundries-in-Trade 

Swap Shop 


Largest and most successful of the 
town’s swap shops, the establishment 
of Samborl Deiryn is a crowded ware¬ 
house full of overstocked, used, no- 
longer-needed and useless items, 
from brass Calishite veil dancers’ fin- 
gerbells to three-elk winter sledges. 
Some of Samborl’s stock is broken, 
more is undoubtedly stolen, and he 
knows that some items are left with 
him as covert signals or message 
drops by various merchant cabals 
and other secret groups he pretends 
to know nothing about. 

Both collectors and adventurers 
find his shop a fascinating place to 
browse—after all, where else in the 
entire Vale can you find a lifelike bull’s 
head made of wood and painted felt, 
designed to be worn during fertility 
parades? Or a knockdown-archpole 
brass changing stall for ladies of deli¬ 
cate breeding, complete with cloth-of- 
gold dancing unicorn curtains (only 
slightly moth-eaten)? A triple-jointed 
blown glass back-scratcher from far 
Kara-Tur, perhaps? Or a whistle that 
summons dogs, leucrotta, and certain 
carrion birds—but is guaranteed to 
drive away carrion crawlers, thri- 
kreen, ankhegs, and other giant 
insects with hard outer chitin? Per¬ 
haps a veil of feathers, once worn by a 
bird maiden of far Zakhara? Or six 


150 




smooth-polished wooden casks from for his current work, though. He goes 
Thay, designed to fit inside each at it so hard that he’ll probably die 

other? Samborl sells them all, grin- because of it after a shorter span of 

ning and rubbing his hands or belly years than he might otherwise enjoy, 
all the while. Most people think he’s 

an oily slug, but Samborl just smiles— Rolling Wheel Wagons 

and makes sure he goes to bed each Wagonmaker 

night a slightly richer oily slug. and Wheelwright/Carpenter 



Tantain the Tall is perhaps the most 
important man in Asbravn. It’s his fly¬ 
ing fingers and tireless work that get 
goods ready to leave the market and 
travel long distances well protected. 
Some merchants even bring their 
wares up for packing from Berdusk 
and Iriaebor before shipping them 
elsewhere just to get Tantain to do the 
packing for them. 

The tall, gaunt, sharp-jawed Tan¬ 
tain is never still except when he 
finds a packing table and lies down 
on it to snatch a few hours of sleep. 

He supervises a skilled crew of 10 
strong young women and men, and 
casually throws all payments over his 
shoulder into a huge brass spittoon 
unearthed by some enterprising mer¬ 
chant from the old giant kingdom of 
Darchar (roughly, eastern Amn). Sur¬ 
prisingly, no matter where he is or 
what he’s doing, the coins end up in 
the spittoon. 

As one might expect, Tantain is 
deadly with throwing knives—the 
result, he says darkly, of a pirate and 
then a carnival career when he was 
too young to know better. Tantain lives 


% « « « % 

& & & a & 

A wheel large enough for a titan’s 
wagon adorns the front of the huge 
barn that houses this wagonworks. It’s 
fully 20 feet tall and a favorite climbing 
tower for local youths, until they’re 
chased off. 


The six skilled carpenters and 
wheelwrights who own this shop 
together (employing a dozen appren¬ 
tices and two families of woodcutters) 
pride themselves on fast repair work. 
They also sell new wagons made in 
this shop, but their output is slow 
because so many urgent repair jobs 
interrupt them. Their wagons are 
sleek, but sturdy, in their account. 
Some caravan merchants have been 


known to mutter that they’re “more 
looks than hard wearing.” 

The Wagonmasters of the Rolling 
Wheel charge stiff fees for their 
work—175 gp for a major repair job 
isn’t unknown—but one is paying for 
their unmatched speed and sure 
skill. They’ve been known to replace 
an entire wagon undercarriage, 
wheels and all, in the time it takes to 
snatch a quick trail meal. One of the 
shop’s co-owners and wheelwrights, 
Thalibul Orn, is an archery tutor for 
the Red Cloaks. He has been known 


to shoot parchments out of the hands 


151 





of fleeing people hundreds of paces 
distant. 1 


TaveRw s 

The Tankard and Sheaf 




This tavern is always busy and 


crowded with loud and thirsty visitors. 


Locals often take their tankards out 


the back door to sit on sawed-off logs 
and old stumps in the yard to get some 
peace. They won’t appreciate out- 
landers barging into the yard to dis¬ 
turb their quiet smoking and gossip. 
Someone who’s hired on as a Rider 


won’t be considered an outlander. 


Inside, the place is well lit and high- 
ceilinged, and is prone to echoing 
when patrons are sparse. Locals like to 
get to the Tankard with the mists of 
dawn, and they enjoy a tankard of hot 
broth before going to their fields. 

Their talk at such times is how word of 


doings gets around Asbravn so quickly. 

The walls of the old Tankard are 
adorned with scythes, sickles, rakes, 
and other farm implements. These 
are securely pegged in place with 
bent wooden hoops to prevent them 
being snatched down and used in the 
often heated arguments that erupt 
here between merchants of rival 
costers, cities, or realms. 


Inns 

The Board Laid Bare 


Hi MM 

Despite its dubious-sounding name, 
this large house serves excellent 
meals. The dining room—resplendent 
in cross-laid deep blue carpets 
brought all the way from Chessenta— 
is at the back of the ground floor in its 
own wing, separated from the three 
floors of guest rooms by a facing pair 
of meeting rooms. The kitchens and 
pantries are behind it, at the end of the 
wing. This keeps noise to a minimum, 
as light sleepers will deeply appreciate. 

I was served simple fare for highsun- 
fest: a platter of whole spit-cooked wild¬ 
fowl, a club of horseradish root to gnaw 
on, and a tankard of dark, nutty beer. 
Eveiything was prepared just so, and at 
the end of even this light meal I was 
brought a small plate of sugared dark- 
bread and a slice of lemon rolled in 


linen to clean my hands on. Evening- 
feast was a delightful roast turkey in a 
gravy studded with shavings of roast 
boar, all of it garnished with parsley. A 
highly recommended house. 


Vrom Elminster’s notes, Thalibul can be considered a LN hm F8 with specialization in short bow (fired from 
horseback or afoot): THACO 13 with +1 attack bonus (+2 if within 30 feet), +2 on damage, ROF of 2 arrows per 
round, and the benefits of the point blank range category. Thalibul trains only Riders, not outsiders. 


15 1 















Beizdusk 

Berdusk is sometimes called the Jewel of 
the Vale. This is not a term that pleases 
residents of the rival neighboring city of 
Iriaebor, though the two cities are firm 
allies in matters of trade and defense. 

The Uldoon Trail crosses the upper 
Chionthar at Berdusk. Three bridges 
actually span the river here, two making 
use of a fortified island to shorten their 
leaping spans. This spot’s usefulness as a 
landmark and parley place plus the ris¬ 
ing of a spring (the River Sulduskoon) to 
join the Chionthar here and the pres¬ 
ence of rapids (the Breaking Steps) in the 
Chionthar just upstream of this spot have 
combined to ensure that there’s been 
some sort of settlement at this site since 
the dawn days: first the elven moot of 
Clearspring; then a human fishing vil¬ 
lage, Sulduskoon; and finally the city 
known today The current city is named 
for Berdusk Orcslayer, a local human 
warrior whose energetic patrols drove 
ores from the area, making it safe to 
farm and opening the Vale for human 
settlement. 

Today, Berdusk is an important trad¬ 
ing center, much involved in the ship¬ 
ment of goods. High-sided local 
waybarges are winched carefully 
through the rapids, which have been 
known to smash normal rafts and 
barges, sending crew and cargo to the 
freshwater kelpies below. Businesses in 
the city also make many wagons (con¬ 
sidered fair to poor by most mer¬ 
chants) and excellent barges, and do 
extensive wagon repairs. Their wheels 
are veiy fine. 


Woolen mills in the city serve farm¬ 
ers from all over the southern Vale, 
many of whom go to Asbravn for its 
large shearing market, selling the wool 
there to Berduskan millers. Dozens of 
caravans entirely of baled wool leave 
Berdusk for elsewhere in Faerun at the 
height of shearing season. 

Berdusk also produces a highly 
favored sweet wine, Berduskan dark, 
which is like very dark amber sheriy, 
heavy and burning to the tongue. It 
fetches 6 gp per bottle or more and 
travels well. Folk are apt to find it in 
taverns and eateries all over Faerun. 

All of this prosperity is guarded by a 
city guard of 600 well-trained and 
equipped warriors of both sexes and 
all races, assisted by seven roving 
gauntlets (who raid Zhent and brigand 
holds, and escort caravans and travel¬ 
ers on the roads around the city) and 
by the famous Harpers. Not all Harpers 
look like meriy minstrel rogues, but 
many do, and some can always be seen 
on the city streets. 

The ruler of Berdusk, High Lady 
Cylyria Dragonbreast, is one of the 
leaders of Those Who Harp. Their 
most powerful base, Twilight Hall, 
stands in Berdusk, and many of the 
shieldmasters (officers) in the city 
guard are Harpers. 2 

High Lady Cylyria keeps Berdusk 
firmly in the Lords’ Alliance, and the 
city welcomes all demihuman races. 
The Silent Lady loves music and 
poetry, and the city attracts the best 
traveling minstrels and musicians, 
increasingly joined by noted book¬ 
binders, limners, and sculptors. 


2 More about the Harpers and Twilight Hall can be found in the sourcebook F0R4 Code of the Harpers. 




£ 


assjaasatg 



This thriving, growing community 
of artisans has begun to rival Water- 
deep in hauteur if not in numbers or 
quality, and has begun to attract 
patrons, thieves, and wild romantic 
tales about its doings. Most tales cen¬ 
ter around one of two things: 
sculpted ladies so lifelike that they 
came to life or artists who’ve decided 
to expand their studios or rebuild the 
interiors of their abodes to please 
their aesthetic sensibilities. The statue 
stories are often based on real-life 
wizards’ pranks. The remodeling 
tales usually go on to say how the 
artists uncovered pirate treasure 
brought up the river and hidden here 
long ago that has made them rich. 

Certain sages who’ve not led me 
wrong before say there is a lot of pirate 


treasure in the city, both hoarded and 
invested. Discreet inquiries in many 
inns, taverns, and shops can lead the 
needy to a dinner meeting with agents 
representing high-coin moneylenders 
(sponsors dealing in large amounts). 
Adventurers are warned that such folk 
like to see tangible assets before laying 
out coins. Such assets include keeps in 
strategic locations, city land holding— 
for a caravan company, warehouses 
within the walls of a city will do—and 
large fleets of cogs, caravels, or other 
seaworthy cargo ships. The lenders are 
unlikely to sponsor forays under¬ 
ground or into ruins in search of leg¬ 
endary treasure. On the other hand, if 
adventurers make such trips on their 
own and return with heaps of gems 
they don’t know what to do with, these 


154 










professionals can invest such wealth 
wisely. Some respected names among 
them: Thoront of the Gilded Hand, 

Than Tassalar, Orn “Manycoins” Bel- 
darm, and Aulimann the Patient. 

My explorations of fair Berdusk 
were hampered by my unfortunate 
reputation. Many Harpers seem con¬ 
vinced I’m some sort of Zhentarim 
agent, just as members of that organi¬ 
zation believe I’m a Harper. Their sur¬ 
veillance and other tactics prevented 
me spending much time in the Jewel 
of the Vale. As a result, I can give the 
traveler only an overview of the city’s 
features and establishments. 

Some areas in Berdusk are rumored 
to be Harper warded. Look for tokens 
like the one shown at lower right. 

Berdusk, I should mention, is a city of 
tall, steep-roofed stone houses that 
crowd close together, overhanging the 
cobbled streets that run between. 

Sewer gratings are eveiywhere, feed¬ 
ing into a river-flushed system that is 
intended to keep ice and snow from 
burying Berdusk in the winter, but 
serves to keep the city clean and 
stench free in warmer months. The 
city guard has regular (and surprise) 
street patrols, and this, plus the pres¬ 
ence of Harpers, keeps street crime to 
a minimum. Visitors who need a place 
to camp outside the city walls should 
report to the city guard—this ensures 
you of a pleasant welcome, patrol visits 
from the guard throughout the night, 
and the prevention of rude awaken¬ 
ings caused by the city guard wanting 
to know who you are or tiying to settle 


a newly arrived caravan on top of you 
in their night encampment. Moon- 
down Isle is held by the guard as a 
practice area and patrol stableyard. 
Don’t expect to camp there. 

Berdusk stands within a rough oval 
of high-girt stone walls that are 
pierced by six gates. Three of the gates 
welcome roads carried by bridges 
across the Chionthar. The most down¬ 
stream. or westerly of these three gates 
is Bellowbar’s Gate, named for the 
city’s first innkeeper, He perished with 
his inn in a fiery explosion caused by 
an angry wizard called Shalgar the 
Masked. The next two are Shortarrow 
Gate (so named because it’s a short 
arrow’s flight from it to the island to 
the south) and Riverroad Gate. East of 



A Ward Token of Berdusk 


155 






these is Drovers’ Gate. A road from it 
runs along the banks of the river, lead¬ 
ing to many paddocks, stockyards, and 
caravan compounds. 

The next gate, to the northeast, is 
Vale Gate, and the road running from 
it is also lined with inns, paddocks, 
and stockyards. This road is the 
Uldoon Trail, and runs to Asbravn in 
the heart of Sunset Vale. 

The last city gate, on the northern 
face of the walls, is Woods Gate. It gives 
access to the east bank of the Chion- 
thar downstream of the city, and is 
used mostly by hunters and woodcut¬ 
ters active in the Reaching Woods. 

Within the walls, the city is nearly 
bisected by the Clearspring, also known 
as the River Sulduskoon—though it’s a 
river you can see from one end of to the 
other. It rises on one face of a tree-girt, 
rocky height, Clearspring Tor, and runs 
southwest to meet the Chionthar. 

West of the Tor is the Inner Cham¬ 
ber, the local temple of Deneir. This is 
actually a sanctum within Twilight 
Hall, but the Harper stronghold 
doesn’t officially exist. Those Who 
Harp pretend that the entire complex 
of buildings is only the temple of the 
Lord of All Glyphs and Images, and 
they use the wards of the temple as 
additional defenses of their own. I’ve 
found a few ward tokens associated 
with the Hall, but warn travelers that 
these must be used in particular ways 
with passwords at particular places to 
avoid attracting the attention of 
helmed horrors, spectral Harpists, 
dread, and other guardians. I have 
heard tales of Zhentarim-hired thieves 
and brigands raiding Twilight Hall 


15 6 













when some ruse had drawn powerful 
resident Harpers away. They charged 
in force, only to be cut apart within a 
few strides. 

Southwest and south of the temple 
of Deneir are shrines to Lathander 
and Azuth, respectively. The temple to 
Helm stands also to the southwest of 
the Inner Chamber, but it is sited far¬ 
ther south than Roseportal House, 
Lathander’s shrine. A shrine to Leira 
lies south and slightly east of the Inner 
Chamber of Deneir. The shrine of 
Leira is a troubled place these days. Its 
worshipers are unsure of anything 
and prone to see danger over every 
shoulder. Travelers should beware. 

Shrines to Lliira and Tempus are 
situated northwest of Clearspring Tor. 
A shrine to Waukeen right off the Tor 
to its northwest has become the House 
of the Hungry Merchant, where down- 
on-their-luck traders can get a warm 
bed and a meal thanks to donations by 
Berduskan merchants. 

Clearspring Tor has been left as a 
park where folk often stroll, meet, eat 
meals bought from street vendors, or 
listen to minstrels. A favorite 
Berduskan snack, typically sold for 1 
cp, is the goldenstar: a triangular egg- 
bread loaf stuffed with sausage, 
chopped tubers, and chicken sauce. 

Northwest of the temple to Deneir 
stands a larger rocky knoll, known as 
Castle Hill. Its tree-clad slopes are 
crowned by the High Lady’s Castle, 
seat of city government and a working 
fortress, home to most of the city 
guard. Other guards dwell in the gates’ 
guardtowers. The boundaries of Castle 
Hill are adorned by rows of small but 



A Lady of Berdusk 


very exclusive high-towered homes. 
These are the most desirable 
addresses in Berdusk, and are all 
claimed by citizens so rich that they 
can leave open commerce behind and 
pretend to be fun-loving nobility while 
they really keep cold, sharp eyes on 
the careful investments that support 
them. 

Among the most prominent family 
names in the self-styled nobles—or 
“first folk,” as they call themselves—are 
Athalankeir, Bellanbram, Caunter, 
Charthoon, Danallbur, Felannlilt, Gort, 
Halabart, Jalarghar, Lothkarr, Mreen, 
Oyindle, Parstin, and Uthgolabar. 

These folk throw parties, play elabo¬ 
rate games of capping each other’s 
boasts, deeds, and displays of wealth, 


157 



and pursue faddish hobbies—spon¬ 
soring falconers one season, dragon 
tamers the next, all-female adventurer 
bands the third, and so on. No one 
else in Berdusk except these folk con¬ 
siders that the city has a nobility Most 
sneer at the first folk for being lazy 
play-pretties. 

Facing the high houses of the first 
folk across the cobbled streets around 
Castle Hill are the houses of the 
wealthiest merchants, known as tall 
houses for their third- and fourth- 
stoiy apartments. Among these tall 
houses stand the Running Stag (a good 
inn and tavern), the Flourished Flagon 
(a good tavern), the Heralds’ Rest (a 
superior festhall), and the Ruby Shawl 
(a bad festhall). All of these can readily 
be found by their signboards, 
enchanted with continual faerie fire 
spells so as to glow every night. The 
Heralds’ Rest is denoted by a ring of 
shields with a trumpet in the center, 
and all the other signs resemble the 
names they bear. 

Also nestled amid the tall houses of 
the wealthier merchants are temples 
to Milil and Oghma (and the previously 
mentioned temple to Helm) and the 
Dawn of Any Day, a shop specializing 
in musical instruments and other 
items that bear minor enchantments. 
There’s a persistent rumor that the 
various feather tokens and other 
minor magics this shop deals in have 
sly spells woven into them that allow 
the Harpers to know where they are at 
all times, and so readily track their 
bearers. 

One important street in Berdusk is 
Steelsword Street. It enters the city by 


Bellowbar’s Gate and runs north to 
sweep past Castle Hill, bounding it on 
the north, then passes north of Clear- 
spring Tor and ends in Amberside, the 
large open market of Berdusk that 
stands just within the Vale Gate along 
the Uldoon Trail. On the other side of 
the market Steelsword Street contin¬ 
ues as Steelspur Way south to the 
Claw, a five-way intersection just 
inside Drovers’ Gate. 

Another important street of the city 
is Shondaleir Street, which runs west 
from the Claw to the Crossways at the 
western city wall, where it turns north 
to curl to an end. Along its run, it 
crosses the Clearspring by the more 
northerly of the two bridges to span 
that short water: Leaping Lynx Bridge. 

The Gollahaer is the shorter street 
that crosses the Clearspring by the 
more southerly bridge (the Handspan). 
It is important because of the many 
small, crammed sundry and hardware 
shops that line it, selling odd and rare 
wares that can’t be found anywhere 
else between Waterdeep and the rich 
cities of Sembia. Here’s where knights 
who simply must have left-handed 
gauntlets with silver dagger blades 
affixed to the fingers (25 gp each at Ala- 
mather’s by the Water) jostle for room 
among clerks seeking chapbooks of 
gilt-edged parchment that are bound 
with gold wire in calfskin covers with 
brass corners, and sold in fitted calf¬ 
skin travel covers to keep the damp 
away (50 to 75 gp each, depending on 
size and number of pages, at 
Ondraer’s Fine Pages). 

The Gollahaer’s western end is at its 
meeting with the Minstrelride. The 





“Tuneride” comes into the city at Day and night, Berdusk is a city of 

Shortarrow Gate and curves north- travelers. “Through trade” (as in, “We 

ward to run between the Inner Cham- don’t want to discourage the through 

ber and Castle Hill, and then crosses trade”) is a phrase often used as an 

Steelsword Street before it ends. On it overriding principle or concern when 

the visitor will find more temples, high matters of gate guarding, taxation (cur- 
houses, splendid shops, quality inns, rently 2 cp per wagon to leave the city, 

and fine abodes of merchants than and nothing to enter), or city laws are 

anywhere else in Berdusk. being discussed. 

The only other feature of the city Many folk too poor to have a wagon 

immediately noticeable to a visitor is call Berdusk home. It is from here that 

the walled Thousandheads Trading many of the peddlers who rove the Vale 

Coster base just inside Riverroad Gate, and the Coast lands westward come, 
east off the Uldoon Trail. Well-guarded cariying their packs on their backs or by 

wagons of valuable goods are con- mule. (Eveiy traveler can take one mule 

stantly entering and leaving this base, out of the gates for free. Additional 
brought to or from caravans assem- mules are 1 cp each.) These peddlers 

bled east or south of the city. The may buy the wares they sell anywhere, 

goods are normally kept in the ware- and most have a specialty, be it pipes, 

houses within this compound. lamps, scents, or something more 


150 






BeRduslc 

1 . 

The High Lady’s Castle (Castle Hill) 

35. 

The Running Stag (inn and tavern) 

2. 

Clearspring Tor 

36. 

The Sign of the Silver Sword (inn) 

3. 

The River Sulduskoon (Clearspring) 

37. 

The Flourished Flagon (tavern) 

4. 

The Inner Chamber (temple of Deneir; also 

38. 

The Heralds’ Rest (festhall) 


Twilight Hall) 

39. 

The Ruby Shawl (festhall) 

5. 

Costerheadshouse (Thousandheads Trad- 

40. 

The Dawn of Any Day (music shop) 


ing Coster base) 

41. 

Tlindar’s Own (tankard house) 

6. 

Amberside (market) 

42. 

The Bellblade Throne (tankard house) 

7. 

Moondown Isle (a.k.a. Harpstars Isle) 

43. 

Memblar’s Minstreliy (tankard house) 

8. 

Bellowbar’s Gate 

44. 

Olyndin’s Folly (tankard house) 

9. 

Shortarrow Gate 

45. 

The Hurled Harp (tankard house) 

10 . 

Riverroad Gate 

46. 

Blackpost’s Bench (tankard house) 

11. 

Drovers’ Gate 

47. 

The Happy Hearth (tankard house) 

12. Vale Gate 

48. 

The Bright Moon (tankard house) 

13. Woods Gate 

49. 

Soondar’s Sixth (tankard house) 

14. 

Uldoon Trail 

50. 

Athalankeir House (first folk dwelling) 

15. 

Steelsword Street 

51. 

Bellanbram House (first folk dwelling) 

16. Steelspur Way (street) 

52. 

Caunter Castle (first folk dwelling) 

17. The Claw 

53. 

Charthoon Towers (first folk dwelling) 

18. 

Shondaleir Street 

54. 

Danallbur Towers (first folk dwelling) 

19. The Crossways 

55. 

Felannlilt Towers (first folk dwelling) 

20. The Gollahaer (street) 

56. 

Gort Castle (first folk dwelling) 

21. 

The Minstrelride (street) 

57. 

Halabart House (first folk dwelling) 

22. 

Leaping Lynx Bridge 

58. 

The Jalargharspires (first folk dwelling) 

23. The Handspan (bridge) 

56. 

Lothkarr House (first folk dwelling) 

24. 

Alamather’s by the Water (shop) 

60. 

Highall Mreen (first folk dwelling) 

25. 

Ondraer’s Fine Pages (shop) 

61. 

House Oyindle (first folk dwelling) 

26. 

The House of the Hungry Merchant 

62. 

Parstin Towers (first folk dwelling) 

27. 

The Ready House of the Right Strong Hand 

63. 

Uthgolabar Hall (first folk dwelling) 


(temple consecrated to Helm) 

64. 

Hullybuck’s Gamble (inn, fence, and rental 

28. 

Evensong Tower (temple of Milil) 


stables; halflings preferred) 

29. 

The Seat of Lore (temple of Oghma) 

65. Thunderwood Forays (adventurer sponsor 

30. 

House of the High Hand (shrine to Azuth) 


and outfitter) 

31. 

Roseportal House (shrine to Lathander) 

66. 

The Riverbarge (tankard house) 

32. 

The Misthall (shrine to Leira) 

67. 

Three Brave Harpists (tankard house) 

33. 

Starrevel Hall (shrine to Lliira) 

68. 

Lonelycoins House (tankard house) 

34. 

Swordspoint Hall (shrine to Tempus) 




exotic, that they buy wares for in one of 
the city’s shops. The rest of their packs 
are filled with sundries from Amberside. 

Amberside is a maze of tiny tent 
stalls where one can buy almost any¬ 
thing—including fine brass screws 
from Unther and Thay, exotic oils 
from Mulhorand, and other rarities in 
the Coast lands. Most peddlers come 
here because of the carry tubes made 
from cleaned-out horn, the ready sup¬ 


plies of cheap textiles from the south¬ 
ern and eastern reaches of the Sea of 
Fallen Stars that they can put into the 
tubes for sale elsewhere, and the plen¬ 
tiful amounts of small household iron- 
mongeiy available here, such as 
hinges, hasps, pots with cover flaps, 
replacement handles, candle lamps, 
hooks, coffers, and the like. 

Amberside is named for a long- 
dead blacksmith, Ilm Amberal, whose 


160 













BettdusVs Castle H)ll hm& 

shop once stood on the edge of the 
market. He was famous for working 
both fast and well, turning out scores 
of items and repairing almost all 
metal goods brought to him. His work 
made this market the preferred provi¬ 
sioning center for peddlers and 
others dealing in small, useful, non- 
perishable wares. 

Small and useful are watchwords 
that still describe most of the wares 
sold in Amberside. For furniture and 
other large goods, seek in the city’s 
shops. Berduskans love to shop—buy¬ 
ing or selling. Unbroken goods one is 
tired of can often be readily sold for 
half price or less to a shopkeeper who 
can resell them. Most paid workers in 
Berdusk do quarter shifts. The open 


time of a shop is divided into four, 
and a worker gets two of these peri¬ 
ods off to shop and to eat. Shopping is 
in the blood of a Berduskan. Eating is 
often done while one is walking in the 
street from shop to shop or in, a 
favorite tankard house. 

Tankard houses were once unique 
to Berdusk, but are beginning to 
appear in Waterdeep, Suzail, the cities 
of Sembia, and other cities where 
trade and bustle prevail. They’re con¬ 
verted shops where one can get a 
light meal with a tankard of ale or 
mead and listen to a house singer or 
minstrel at any hour. There are 
dozens in Berdusk, and they are 
favorite meeting places for citizens, 
who usually avoid taverns unless 
they’re planning to get properly 
drunk or revel and jest a night away. 
Locals who want to meet without 
being seen by those who know them 
tend to try to arrange a chance 
encounter at a particular spot in the 
maze of stalls in Amberside. 

A typical meal at a tankard house is 
a mug of hot broth or stew; a tankard 
of minted water, ale, or mead; and a 
plate of goldenstars and seared meat 
scraps (bacon, chicken, or chopped 
sausage) in gravy. On rare occasions, 
small whole birds (quail, alafluster, 
wild duck, or grouse), spitted and 
cooked over the open hearth, are 
served instead. Three coppers is the 
price of a meal when there’s music or 
song to be had. Two coppers is the 
fare when the house is silent. Good 
performers get extra coins thrown to 
the stage. Bad ones may get coppers 
thrown hard and directly at them. 


162 








All in all, I find this one of the most 
pleasant, cultured, clean, and welcom¬ 
ing cities in all the Coast lands—like a 
little slice of upper-crust Waterdeep 
without all the crowding, airs, and cut- 
and-thrust intrigue. As I’ve said, my 
explorations of the city were ham¬ 
pered by Harper suspicion, but I did 
manage to poke my nose into many of 
the prominent establishments of 
Berdusk and ask citizens for their 
opinions. Information that I gained fol¬ 
lows directly. 

Places of IkjTcrcsT 

)w Berzdusk 

Temples 

The Inner Chamber 

This center of worship is notorious 
for its concealment of Twilight Hall. 
The entire place is a Harper base, its 
approaches always guarded by watch¬ 
ful, concealed Harpers who com¬ 
mand powerful magic. The clergy of 
the temple thankfully attend to their 
studies and services, leaving the secu¬ 
rity and upkeep of their holy house to 
Those Who Harp. 

The temple is only one of a complex 
of interconnected, low stone buildings, 
all of which are plain but carved to 
form a series of beautiful sweeping 
curves. Most visitors need a guide to 
point out to them which structure is 
the temple. Many of the buildings of 
Twilight Hall have turrets adorned 
with royal blue, star-shot banners. The 
temple is not one of those. 

Courtyards of trees, grass, moss, 
and rock garden plantings girdle the 
buildings, and the whole complex is 


enclosed by its own low (2 to 4 feet 
high), undulating stone wall. In times 
of attack, magical walls of force aug¬ 
ment this ornamental barrier. At 
night, the gates of Twilight Hall can 
readily be seen. They’re flanked by 
two pillars topped with stone eyes that 
hold magical everburning candles. 

The Inner Chamber is a complex of 
library rooms and dorters (monastery 
dormitories) opening off a central 
sanctum wherein dances a floating, 
glowing light image: an ever-shifting 
display of various runes, symbols, and 
images. The High Scrivener of the tem¬ 
ple can halt this display at a particular 
image, cause it to display a symbol on 
demand, and even defend herself or 
the temple by causing it to display 
magical glyphs or symbols whose dis¬ 
charges she can direct and control. 

This prosperous temple is visited 
by many nonworshipers of Deneir. 
Some doubtless are spies sent to get 
as close as possible to the Harper 
doings in the surrounding Hall, but 
most are folk with money enough to 
consult the widely respected High 
Scrivener, Althune Dembrar, about 
the meaning, origin, and effects of 
images they’ve found or seen. Consul¬ 
tations with her require a donation to 
the temple coffers of 50 gold pieces 
per audience. If magic is involved, the 
fee doubles. 

The Ready House of 
the Right Strong Hand 

This holy house of Helm is a large acad¬ 
emy of arms, wherein many of the war¬ 
riors who serve in Berdusk’s gauntlets 
(patrol units) are trained, as well as 



warrior-knights who serve Helm 
throughout Faerun. The stem reputa¬ 
tion of this god is borne out by the vigi¬ 
lant guard surrounding the temple at 
all times, and by the energetic clangor 
of arms heard from its inner court¬ 
yards constantly 

Wounded caravan guards and war¬ 
riors of all faiths can receive healing 
here at any time. Training, shelter, and 
tending to the hurts of those not faithful 
to Helm must be paid for by donating at 
least 25 gp to the temple for every night 
each guest stays. Clergy of Helm will 
firmly insist that injured folk rest at the 
temple until they are completely 
healed. Folk unable to offer up such 
moneys must remain at the Ready 



The Falcon, Skyherald, 
and Evensong Tower 


House until they have performed some 
service—usually participation as part of 
the escort-guardianship of a temple 
wagon or messenger along the roads to 
another city, but sometimes as wit¬ 
nesses sent to openly watch and report 
back to an agent of Helm on a meeting, 
event, or state of affairs elsewhere. 

Predictably, this temple resembles 
a ready-armed keep. I’ve never seen 
so many grim, alert people in full 
armor gathered in one place at a time 
(I try to avoid battlefields), and a guest 
is always watched, all the time. On 
more than one occasion the Zhen- 
tarim have sent in a female agent who 
tried to work magic while in the pri¬ 
vacy of a garderobe (jakes) stall, only 
to be pounced upon by a watching 
knight of Helm who leaped out from 
behind a nearby panel so swiftly that 
her spells were ruined! 

The leader of the faith in the Ready 
House, Tathlosar Brimmerbold, is a 
famous war leader of Sunset Vale, 
known for his successes against trolls, 
ore hordes, and the forces of Dark- 
hold. His formal title is Vigilant Gods- 
eye, but he’s more widely known as 
“Sleepless Teeth,” a name his follow¬ 
ers gave him after he told them they 
must sweep down on foes by night, 
“like wolves with sleepless teeth.” 

Evensong Tower 

This many-spired temple to Milil is the 
site of many a dignified revel attended 
by the haughtiest of the first folk, the 
wealthiest merchant families ambitious 
to rise in social circles, and visitors to 
the city who can seem rich or impor¬ 
tant enough to impress the clergy at the 



temple gates. Revels are evening par¬ 
ties, gatherings to dance, drink, mur¬ 
mur insults or boasts to the nearest 
fellow revelers, and to listen. About two 
of them are held per tenday. Social 
climbers in Berdusk view these revels 
as battles of wit, demeanor, and sneer¬ 
ing but to the visitor they provide some 
of the best entertainment anywhere. 

A fast-paced, varied program of bal¬ 
lads, recitations of poetry, and orations 
goes on in various antechambers 
opening into the main chancel of the 
temple. This main chancel serves as a 
dance-and-chat floor during revels. 
Most of the poetry recitations are long, 
rolling, and incomprehensible to all 
save scholars—in short, bad. Many 
orations are performances of famous 
speeches of the past, the texts recre¬ 
ated with the aid of stone tell or legend 
lore magics. Most of them are stirring 
and entertaining in the extreme. Revel¬ 
ers wander freely from venue to 
venue, taking in what they want. 

From the outside, the temple 
resembles the fancy-tale view of a cas¬ 
tle. It’s a cluster of very tall, very slen¬ 
der stone towers studded with 
brattices (wooden parapets), linked 
aloft by flying bridges—which must be 
perilous indeed in icy winter weather 
or even mere high winds—and topped 
by high-pointed conical roofs bristling 
with masts that sport many-hued ban¬ 
ners and attract many-hued lightning 
strikes in stormy weather. 

Admission to one of these revels 
requires a donation of 14 gp to the 
temple coffers, a noble manner, and 
expensive clothes—so the entertain¬ 
ment isn’t free, but it is splendid. 



The young Chantmistress of the 
Tower, Uluene Maertalar, whose face 
is as smoothly controlled as those of 
the best veteran card and dice gamers 
in Waterdeep, disapproves of serving 
food in the temple, but the clergy 
make and serve excellent mead and 
Halurskan wine (thick, black, nutty- 
tasting mushroom wine devised long 
ago in Berdusk by the baker Halurska 
the Fat). Drinks are an extra 1 gp per 
glass, payable on the spot—so beware 
pickpockets on the dance floor. 

The Seat of Lore 

The temple of Oghma in Berdusk is a 
dusty, dignified old stone house 
crammed with books, scrolls, maps, 
and reading tables and lit by a swarm 
of obedient magical glowing globes. It 




is a center of study that specializes in 
the tales of yesteryear and in news 
and tales of the here-and-now rather 
than the more usual focus on geneal¬ 
ogy, treaties, laws, and records. 

The current news and tales are 
gathered by the energetic High Lore- 
master of the temple, the gnome Bran- 
suldyn Mirrortor, a former adventurer 
who delights in donning one of his 
many disguises and shambling forth 
into Berdusk or into the Vale beyond to 
wander and listen. He’s devised sev¬ 
eral spells that allow him to record 
what he hears, edit it in his mind, and 
then transcribe—from afar—what he 
wishes into books laid out ready in the 
temple. Often, awestruck young 
novices can be seen gathered around 
a tome that is busily writing itself by 
those few able to gain access to the 
inner chambers of the temple. 

The Seat does not pay for verbal 
information or lore, although faithful 
who bring such information as part of 
an offering will be warmly received. It 
does pay for books—moreover, the 
clergy here value diaries, fancy-tale 
chapbooks, and other fancies of 
rumor and lore that other scholars 
belittle or sneer at. Such tomes typi¬ 
cally fetch the seller at least 100 gold 
pieces from the temple. In a typical 
tenday, the Seat may acquire three or 
four such volumes. Magical tomes or 
any writings from long-lost Netheril 
command prices in the range of tens 
of thousands of gold pieces. 

Lesser clergy of the Seat copy out 
passages from temple writings (75 gp 
per page or part thereof), something 
the faithful and guests alike are forbid¬ 


den to do. Copying magic requires 
many more coins and senior priestly 
permission. 

Homes 

The House of 

the Hungry Merchant 



This former shrine to Waukeen offers 
poor visitors and beggars of the city a 
warm bed and a meal. The meal is 
usually thick beef-and-carrot stew, 
enlivened by anonymous lumps of 
chopped meat and vegetables. 

The House is a big, drafty barn of a 
place run by merchant donations. 
Traders of either sex and most races 
are allowed to stay here. The House is 
staffed by the city guard, who keep a 
close and constant watch on guests to 
prevent brawls, thefts, muggings, and 
the like. All weapons must be surren¬ 
dered to the staff during a visitor’s stay. 

By city law, six nights at a stretch is 
the longest a person can stay in the 
House. Guests who are found to have 
more than 4 gold pieces’ worth of 
coins on their persons are ejected 
from the House because it is consid¬ 
ered that they can afford their own 
meals and accommodations. 

Shops 

Alamather’s by the Water 

Unusual and Unique Weapons 

I J J I 

& i? i? 

This crammed shop on the Gollahaer 
is a favorite stop for caravan mer¬ 
chants trying to fill special orders. It 
specializes in one-of-a-kind, rare, or 


166 



unusual weaponry, often gadgets that 
conceal weapons or devices that 
seem more suited to the worship of 
Loviatar or decadent arena battle 
than real war. Telescoping sword 
canes are steady sellers at 125 gp 
each, with a choice of reach, appear¬ 
ance, and blade-plating. Also popular 
are the aforementioned gauntlets 
whose fingers are fitted with silver 
dagger blades. They cost 25 gp each. 
Barbed-wire whips are another 
favorite item at 35 gp each. Such 
whips are not allowed by drovers in 
Berdusk. No one talks about the fact 


gripped in a certain manner, spring- 
propelled blades thrust out from the 
goblets’ bases to slash the throats of 
drinkers when the goblets are raised 
and tipped. Other trapped items for 
sale run from coffers to snuff boxes. 
Most drive poison needles into those 
handling them in any but a particular 
safe way. Buyers must supply their 
own poison. By law, no shop or con¬ 
cern in Berdusk can sell venoms or 
refined or magically created toxins. 

Ondraer's Fine Pages 

Bookseller 


that they’re a symbol and tool of the 
underground slave trade. 

Professional killers can select from 
among a varied line of trapped gob¬ 
lets. Unless the goblets’ handles are 


V \ % V % 
& & & & & 


This shop on the Gollahaer sells 
books—a small selection of useful 
books (such as, ahem, my own guide- 


















books to the Realms), and a large selec¬ 
tion of new, blank books, scrolls, frames 
of vellum, and reams of parchment. 
These new materials come in a vari¬ 
ety of sizes, bindings, and formats, 
from simple unadorned paper-cov¬ 
ered chapbooks to dragonskin-bound 
tomes half as tall as an adult human 
male with locks, travel cases, gilt- 
edged pages, and sewn-in silk book¬ 
marks. All of them are expensive. The 
cheapest bound volume in the shop is 
12 gp, and the most expensive is 
priced at a thousand times that. 

Mages, priests, limners, scribes, 
cartographers, and apprentices to all 
of these professions come or are sent 
here to purchase just the right vol¬ 
ume for their needs. Powerful fire¬ 
proofing enchantments leak out of 
this shop. Don’t be surprised if your 
lantern, torch, or pipe goes out as you 
approach. 

The proprietor, fat old Ondraeas 
Ondraer, spends most of his days doz¬ 
ing in a tankard house, leaving his 
shop in the hands of three sons and 
two apprentices—all thankfully as 
able as Ondraeas himself. They can 
advise you on the right paper to be 
used with specific bindings, or in a 
particular clime, or for a particular 
purpose. 

The Dawn of Any Day 

Minor Magical Items 

j I I II 

% % ^ % 

@ ® & & 

This small, shuttered shop seems to 
front on several streets, including 


Lute Street, the Minstrelride, 
Danathar’s Street, and Amble Lane— 
all in an area south of Castle Hill and 
west of Twilight Hall. The distinctive 
sigil of the shop—the rays of the sun 
rising over a harp, which stands atop 
a lute—appears on otherwise plain 
wooden doors when they offer access 
to the shop. At other times, these 
same doors seem to lead into houses 
that have been divided into private 
apartments. I’ve been told this is part 
of the ward that protects the shop—a 
ward linked to a guardian ghost 
(probably a spectral Harpist, but pos¬ 
sibly a watchghost), a series of Evard’s 
black tentacles spells triggered by 
thieving activities, and more mysteri¬ 
ous guardian beasts. Dweomers of all 
sorts glow with a faint light when in 
this shop—even to the skins of those 
who’ve received a healing spell 
recently! 

This shop is run by a mysterious 
veiled lady known only as Darth- 
leene. 3 She sells items that bear 
minor enchantments—in particular, 
musical instruments. A persistent 
rumor in Berdusk insists that these 
minor magics—such as daggers that 
glow with faerie fire upon command, 
stones that change hue when 
immersed in poison or tainted liquids 
or that alter their color when their 
surroundings reach a certain temper¬ 
ature, scabbards and sheaths that 
banish rust, feather tokens, and heal¬ 
ing potions—have spells laid on them 
that let certain Harpers know where 
they are at all times. 


3 Elminster was unwilling to give details of this shop’s wards, wares, or proprietress. He did confirm that the 
rumor about magical Harper tracing of many items is true—and he also let slip that Darthleene is an archlich! 


168 




The shop is small and dim, and 
many of the wares are used and par¬ 
tially broken. They are usually dis¬ 
played in small glowing spheres of air 
that float in a slow, aimless dance in 
the center of the room while the pro¬ 
prietress stands watching them from 
the background. If she’s asked for an 
item, she will step forward and take it 
out of the sphere, ignoring the other 
spheres, which shift out of her way. I’ve 
seen bold buyers try to grasp items and 
have the globes simply float through 
them, item and all, as if the people 
were themselves phantoms. Only 
Darthleene seems able to free items 
from this magic. She will give some 
information about the past of some 
items if pressed—many seem to have 
seen service with adventuring bands 
who are no more—but doesn’t volun¬ 
teer details, in hopes of making a sale. 

Adventurers can usually count on 
getting some healing potions and 
glow-on-command items whenever 
they visit (400 to 500 gp each), but all 
other items are only available from 
time to time. The shop’s stock seems 
small. More than one buyer has 
remarked that these rarer items are 
not only much dearer—4,000 to about 
12,000 gp—they all seem linked to 
various curses, conditions, or spells 
that plunge their buyers into unin¬ 
tended adventures. 

The shop never seems to close. 
Whenever a door into it can be found, 
Darthleene’s waiting within. One man 
I met in Berdusk even said that the 
shop must be a ploy of the goddess 
Tymora (present as the veiled Darth- 
leenel in order to plunge prudent 


adventurers into daring and danger— 
but he was very drunk at the time. 

The veiled proprietress herself told 
me the shop’s name is another way of 
saying that adventure can begin any 
time in your life if you only look for it. 
Perhaps she serves some as-yet-unre- 
vealed god or goddess of adventure. 

Thunderwood Forays 

Adventuring Gear 

| | | | 

This unassuming shop looks like a 
very narrow, tall, old stone house 
with dark green trim and crumbling 
stonework. Inside, it’s all one huge, 
high room, with catwalks, balconies, 
and stairs leading to side galleries 
where the upper floors used to be. In 
this cavernous space hang rows of 
complete suits of armor, ropes dan¬ 
gling like a giant beaded curtain, 
chains, sledges, wagons and spare 
wheels, weapons of all sorts, and so 
on—a huge assortment of adventur¬ 
ing gear, from winches to metal belt 
flasks. It’s all warded, of course, to 
prevent theft of the weapons, and not 
only does breaking the ward alert 
nearby Harpers and city guard posts, 
it also frees the helmed horror 
guardians to act. The helmed horrors 
are also assisted by something worse, 
a monster that Olbrimsur Thunder- 
wood, the proprietor, refused to make 
known to me. 

Olbrimsur is a ranger who spends 
his spare time scouting the Vale area, 
particularly the Far Hills. When he 
identifies the lairs of giants, goblinkin, 
and other perils, he plans an expedi- 


1 69 



tion to deal with them—and puts out 
word around the tankard houses, 
inns, and taverns so visiting adventur¬ 
ers in town will hear. 

Olbrimsur sponsors adventuring 
bands by giving them discounted 
prices on gear. He sometimes throws 
in a potion of healing for the group— 
or on especially dangerous forays, 
one for each member of the group. 

He furnishes directions, tips on what 
to do or watch for in various locales, 
and can put his finger on several 
known caverns, ways down into the 
Underdark, hidden valleys often used 
by brigands or monsters for shelter, 
and so on. A firm friend of the 
Harpers, Olbrimsur is viewed as an 
ally and inspiration by many adven¬ 
turing bands in the Coast lands. 


TaueRMS 

The Flourished Flagon 



This tavern is a favorite of adventur¬ 
ers—in particular dwarves, gnomes, 
and halflings. On most nights, their 
rowdy carousing can be heard up and 
down the street as they dance, sing hurl 
flagons at each other (hence the tav¬ 
ern’s name), and generally have a good 
time. The walls are adorned with paint¬ 
ings—often inept and amateurish— 
done by patrons, proudly depicting 
heroic highlights of their adventuring 
careers. It looks like a child’s drawn-on 
nursery wall full of slaughtered ores, 
draw, dragons, liches, beholders, and 
mind flayers, with a lot of short, plump, 
bearded folk posing dramatically, chests 


170 





swollen, in between or on top of all the 
dying monsters. 

This tavern is a good place to join 
up with adventuring bands, though 
humans and elves aren’t made all that 
welcome. The 10 or so gnomes who 
own the place—all of whom answer 
to the name of Marklo—are rumored 
to hide or invest coins brought in by 
adventurers, and perhaps even fence 
stolen goods—but I was unable to 
learn if this was true. If you’re a 
dwarf, gnome, or halfling, try asking. 


The Running Stag 


^ % % 

@ @ 

This establishment is mainly a drinking 
spot, but has a few rooms to let upstairs. 
Guests in these rooms can eat in the 
kitchens, but there’s no dining room, 
and little escape from the good-natured 
noise and bustle of the taproom. 

The decor in the Stag’s taproom 
mimics a forest, with pillars done up to 
look like trees, vines, and living tree 
limbs sprouting leaves overhead. Illu¬ 
mination is provided by several drift- 
globes kept above the leaves by netting. 
A timed spell shifts their light from 
sunlight to moonlight in accordance 
with the passage of time outside. 

There’s an endlessly tinkling spring 
in the center of the taproom that cas¬ 
cades out of a rock pile to flow into a 
little pond studded with lily pads. The 
spring is real, not magically animated, 
and yields the soft water used in the 
brewing of the Old Dark (ale) and 
Elder Root (stout) served here. These 
beers are brewed in the cellar, which 
makes the place reek of hops and 


barley from time to time. 

The Stag also serves a full list of wines, 
zzar, sherries, mead, and liqueurs from 
the far comers of the Realms. The only 
food to be had, though, is cheese and hot 
buttered biscuits. 

Foresters, rangers, woodcutters, 
wood elves, and other forest folk feel 
at home here. Even korred and satyrs 
have been seen in the Stag from time 
to time, slipping in for a tankard on 
wet or icy nights. I’m told this is the 
place in town to hire guides, and it is 
famous as the site of a duel some 10 
years ago between two druids. A 
druid of Silvanus disputed a matter of 
forest management with a nonlocal 
druid—a hierophant, it turned out, 
dedicated to Eldath. Before they were 
done, the tavern had experienced a 
full-blown storm, an earthquake, 
wild plant growth and trees wrestling 
with each other, a snarling, snapping, 
goring and charging stampede of 
woodland beings locked in combat 
with each other, and fungi growing 
on and out of everything with bewil¬ 
dering speed. At the end the devotee 
of Silvanus was in serpent form, help¬ 
lessly entangled in a ball of roots, and 
gasping in the full torrent of the 
spring. All traces of the mess were 
cleaned up long ago, and there’s now 
a sign on the door: “No druidic duels 
today/The Management.” (Under¬ 
neath, someone has scrawled: “Not 
even a little one?”) 

I felt relaxed and at home here, 
even given the exotic decor. This is a 
good place to drink, and not a bad 
one to stay in—if you’re a sound 
sleeper. 



TawlcARd Houses 


The attractiveness of these drinking 
parlors varies with whoever’s perform¬ 
ing while you’re in them, of course, but 
from what locals tell me, the better 
tankard houses include the following 
establishments: Blackpost’s Bench on 
Steelsword Street, Lonelycoins House 
on the Minstrelride, the Riverbarge on 
Steelspur Way, Three Brave Harpists on 
the Gollahaer, and the Bellblade 
Throne on the Uldoon Trail. (For lack 
of room, I was unable to show the loca¬ 
tions of all the city’s tankard houses on 
the map I rendered of the city.) 

There’s also the Curious Kelpie, a 
tankard house that only opens when 


its owners, the Dragon Daggers half- 
elven adventuring band, are in town. 
Caravan merchants flock there then 
to see what treasure the Daggers have 
brought back from ongoing explo¬ 
rations of ruins somewhere in the 
Coast lands. Spies say the Daggers 
pass through a gate somewhere west 
of Berdusk—and then close the way 
behind them, so that none can follow 
where they go. 

Inns 

The Sign of the Silver Sword 



Whiz large, well-built inn features 
lush, deep, sound-deadening carpet¬ 
ing throughout. Glowing globes pro- 


giver Crab# 

'Take fie or aba ao ooon ao poooible 
offer removal from fie river OnJ wool 
flem Mean, plueking-off any OerapO 
Of) Hell Or debrio. Kolt flem in four, 


flen fry in oil. 

t/Jlile rrabo are frying 
targe lea^ of leffuoe for earl one, 
and opreaJ if wifi oour oreaw. Me \ 
uoe only fie biggeof, fougleof 
oufer teaveo, normally diorOrded 


Or fie log-buekefo. frpreege a lemon over fie e-ream, drain fie fried erabo wlen done,, 
nd lay eael One in fie eream On ifo own leaf. 

Vriggle more lemon fuiee over fie erabo, and if a euofomer prefero, add muofard or 
lof oaueeo af flio poinf. Gome prefer met fed buffer, buf be warned flaf eafing-fle 
erabo fluo garnialed io very meeoy. fold eael leaf fo frap dripo, and eaf wlite lof. 




172 




vide soft, continuous lighting in the 
large guest rooms, each of which has 
a bath, a water-flush garderobe, a 
canopied bed, a writing table, and a 
big, soft easy chair. Even more won¬ 
drous than that—the rooms are quiet! 

The only drawback? Service is 
almost nonexistent, and there are no 
bell pulls, so you trudge down to the 
front desk, ask for something, are 
given a polite reply, and then nothing 
happens until the following evening, 
it seems. Ah, well—this is a great 
place for the self-sufficient traveler or 
one just wanting to rest undisturbed. 

All guest rooms have privacy bars 
that can be emplaced from within to 
block door and windows. However, I 
suspect that secret passages allow 
staff to enter barred rooms through 
sliding panels in the backs of the 
walk-in cloak closets. 

The food is good. The accent is on 
roast boar and venison cleanly 
cooked in wine, and I managed to 
prevail upon the chef, a one-eyed 
dwarf lass by the name of Shundasza 
Broadaxe, to pass on details of the 
one dish that I found a real standout: 
hot river crabs. To make this recipe, 
one needs fresh soft-shelled crabs— 
crabs who’ve shed their shells for 
larger ones, but not yet grown hard 
chitin again. They’re best eaten 
within half a day of taking from the 
water or half the taste is gone. 

These crabs cost 1 cp each and 
are worth thrice that and more. 

They are a mouth-watering delight, I 
assure you. They go well with white 
wine or Saerloonian glowfire. Try a 
platter with hot soup. 


Hullybuck’s Gamble 


% % ft 

This sprawling, labyrinthine place is 
an untidy linkage of former ware¬ 
houses and tall houses, and now 
functions as a combination inn, safe 
storage house, and rental stables. The 
part serving as a safe storage house 
actually is a fencing area for stolen 
goods, as everyone in Berdusk seems 
to know, though the Harpers and city 
guard turn a blind eye to most things 
short of magical items and slaves. 
Horses and mules can be traded, 
rented for use in the Vale only, or 
bought outright. Ill say only this 
about them: Beware spavined old 
nags enspelled to seem pain-free and 
frisky for a day or so. 

The proprietor, Raphtosz “Hurl” 
Hullybuck, prefers halflings as guests, 
although all folk short of ores will be 
accommodated. (Nonhalflings just get 
the worst rooms, that’s all.) Hully¬ 
buck’s nickname, it must be said, 
comes from his ability to pick up bel¬ 
ligerent guests and toss them out into 
the street— through whatever closed 
doors or other folk happen to be in 
the way. I strongly suspect a girdle of 
giant strength or similar magical aid. 

FesTbaLLs 

The Heralds’ Rest 

iiiii 
% % % % % 

This exclusive, luxurious private home 
looks like a small castle. Inside it’s a 
haven of tapestries, carpeting’ discreet 
veils, and polite, skilled lady and gentle¬ 
man escorts. Reputed to be run by a 


175 




former princess from a city-state of the 
eastern Sea of Fallen Stars who grew 
weary of the dictates of protocol and 
class, the Rest takes its name from a 
long-ago visit by three High Heralds, 
predecessors of the present-day holders 
of the offices, who were so delighted 
that one took his escort as wife, and all 
three offered to buy the place. 

The offer was refused, but the Her¬ 
alds were allowed to sponsor the Rest 
through some lean times, and they 
now share in its profits. There are 
rumors of documents, treasure, and 
even Harpers on the run being hidden 
in the dimly lit chambers and pas¬ 
sages of the Rest—and some folk say 
magical gates link it with Silveiymoon, 
Ardeepforest near Waterdeep, and 
with nearby Twilight Hall. High fees 


are rumored to be paid for discreet 
use of these portals to courier valu¬ 
able folk or items about in a hurry. 

The Ruby Shawl 


Every city has “another” festhall—a 
coarse, sleazy hole. This is Berdusk’s. 
The Shawl is for the drunk and the 
desperate only. Recurrent rumors of 
an invisible magical brooch lost by a 
tipsy patron occasionally lead adven¬ 
turers to tiy to search the escorts’ 
quarters. Though the Shawl denies 
that any such brooch ever existed, 
certain escorts have been known to 
pay down-on-their-luck mages and 
clerics to come up to their rooms to 
cast magical detection spells. 


174 - 














Coizm Orzp 

This small road-hamlet lies west of the 
Sunset Mountains on the Dusk Road 
southeast of Hill’s Edge. 4 Here, in the 
lengthening shadow of Darkhold, 
halflings and a few humans produce 
the bulk of the food consumed in the 
nearby city of Hill’s Edge. The traveler 
won’t find much more to Corm Orp 
than its horse pond, caravan camping 
ground with paddocks, wood lot, pub¬ 
lic pump, a few houses, and the Hun¬ 
gry Halfling inn and tavern. The pump 
is covered by a pavilion to shelter it in 
wet or winter weather. 

Under the hills east of Corm Orp, 
however, are hundreds of halfling bur¬ 
rows. In fact, here lies the fastest-grow¬ 
ing halfling community north of the 
land of Luiren. Every Shieldmeet, more 
halflings gather in Corm Orp, like what 
they see, and decide to move there. 

Corm Orp is ruled by a human 
lord, a good and just man by the 
name of Dundast Hultel, who trains 
and leads the village militia of 30 
human riders. In recent days, faced 
with increasing Zhentarim-sponsored 
beast and brigand raids, Dundast has 
turned to both Hill’s Edge and the 
Harpers of Berdusk for aid. Several 
fierce battles have been fought in the 
hills east of the hamlet—and in most 
of these the halflings, boiling up out 
of their underhill homes with fierce 
determination and ready daggers, 
have decided the day. 

The halflings of Corm Orp are 
rightfully proud of the food they pro¬ 
duce, especially their mushrooms 



and free-range hogs. Another product 
of pride is mass-produced red clay 
potteiy—simple, sturdy items widely 
used throughout Faerun. Dealers can 
be contacted at the Hungry Halfling. 

PLaces of IsjTokosT 
)w Coizm Orip 

Temples 

The Ladyhouse 

Nestled in a hollow among the green, 
pig-roamed hills east of Corm Orp is 
this large, prosperous center of wor¬ 
ship to Sheela Peryroyl, the halfling 
goddess of nature, growing things, 
and agriculture. The Ladyhouse is 
filled with flowers and climbing vines 
inside and surrounded by gardens 


4 The location of Corm Orp is shown on the map found in the entry on Hill’s Edge, later in this chapter. 

175 





outside, including “wild” gardens, 
which are preserved plots of tangled 
weeds, shrubs, and scrub trees. Trav¬ 
elers should take note that these and 
the roadside wood lot in Corm Orp 
itself are sacred to the goddess and 
should not be burned, cut into for 
firewood, or otherwise despoiled. 

Halfling worshipers bring their 
best flowers and plants to the temple 
for use in breeding and in rituals, and 
the clergy spend their days working 
with the halfling farmers, keeping 
watch over the hills for Zhentarim 
raids, thieves, and wandering beasts 
who might harm the crops, and 
chanting the praises of Sheila the 
Watchful Mother. (The hogs are a 
constant lure to wolves. One expert 
archer among the priests has even 
developed a recipe for wolf stew!) 

The clergy are led by the widely 
respected matriarch Alliya 
Macanester, the Old Lady of Corm 
Orp. Her wisdom and foresight have 
prevented weather spoiling the crops 
on two important occasions: the 
Great Frost of early 1346 DR and the 
drought of 1322 DR, which brought 
down desperate attacks on Corm Orp, 
as on so many other places in Faerun, 
from starving monsters. 


iNNs/TaveRNS 
The Hungry Halfling 



This wayside house was originally a 
local human lord’s manor and still 
sports an elegant stone entiy arch 


and gatehouse. Within is a courtyard, 
muddy in all weather because of the 
spring that wells up in it to run 
through the wood lot and then sink 
down into the underways again. Also 
inside is a low, timber-built taproom, 
and behind it—down a long corridor 
that adds privacy—the old stone 
manor, which now forms a very 
comfortable inn. 

The Halfling is a favorite of traders 
who travel the Dusk Road. They like 
its quiet, slightly shabby rooms 
because they’re peaceful and feel like 
home. The staff see that the rooms 
are always fully furnished with writ¬ 
ing paper, spare boot thongs in the 
walk-in cloak closets, old slippers in a 
variety of sizes for wear around the 
inn, a few bottles of fruit liqueur and 
mintwater for late-night thirst 
quenching; sharpening stones for 
weapons, spare candles and wicks— 
and all the other useful clutter found 
in one’s own home. Much of this stuff 
does get “borrowed” by the needy— 
but then, that’s what it’s there for. 

As much as possible, regular guests 
are given rooms they prefer to better 
make them feel at home. The inn has 
rugged food boxes insulated with 
wool sacks in which hot food is 
brought from the kitchens to the 
room of any guest who likes to eat 
alone—or at least avoid the cozy 
dining room. 

Most don’t avoid the dining room, 
though. The food served there is as 
good and hearty as popular lore cred¬ 
its halflings for. (The chicken 
dumplings are superb.) This inn is 
definitely recommended. 



DxnkhoVb 

Today, this black stone fortress is feared 
and hated by folk all over the Coast 
lands—and much farther afield in 
Faerun—who’ve never seen it and hope 
never to. 5 I am one of them. For obvious 
reasons, I dared not approach this grim 
stronghold—even in disguise—and can 
only tell you what I know of this place of 
death from questioning others, some of 
them long-lived and mighty in lore. 6 

From this fortalice (small fort) in 
Darkhold Vale (a cleft high up on a rock 
shoulder of the huge mountain known 
as the Gray Watcher of the Morning), 
the Zhentarim now raid down into Sun¬ 
set Vale more or less at will, using hip- 
pogriffs, hendar, foulwings, and even 
more fearsome aerial steeds 7 as spies to 
seek out caravans, holds whose militias 
are elsewhere or weakened, and other 
easy prey. Travelers are advised to avoid 
Darkhold’s reach as much as possible— 
and to be aware at all times that Dark- 
hold’s reach includes almost all of 
Sunset Vale by night or whenever the 
defenders of Vale settlements are busy 
elsewhere. 

Once a castle of the Giant-Emperors, 
Darkhold was built for folk of giant 
stature. (Some sages say the Giant- 
Emperors were but slaves of the deca¬ 
dent archwizards of Netheril who had 
the castle built by an elemental. The 
giants styled themselves Emperors only 
after Netheril fell and they were left to 
their own devices.) To human senses, its 


halls, stairs, and chambers are vast— 
and icy cold in winter. 

Most tales of lore agree that whatever 
the castle’s origin, it came to be inhab¬ 
ited by giants, proud and willful robber- 
folk who raided the lands around the 
castle (verdant Tunland, then grass¬ 
lands inhabited by countless herds of 
wild beasts—not the swamp so much of 
it is today—and the halfling-held lands 
of Sunset Vale) at will. The giants 
repelled halfling attacks and bold dwar- 
ven and human probings with ease, but 
in the end slew each other. Two rival 
princes slaughtered their sire and all 
the other giants by poison, spells, traps, 
and hireswords in their mad struggle to 
eliminate each other. Some tales say 
they ended up fighting each other in the 
otherwise-deserted castle, stabbed each 
other’ and crawled off to separate hid¬ 
den chambers to die. Their ghosts 
haunt the castle, striving for supremacy 
one over the other still, whispering so as 
to set one Zhent against another in an 
unending spectral struggle to rule the 
castle. 

With all the giants dead, the Keep of 
the Far Hills stood empty. It was soon 
plundered by bold human and elven 
adventurers, and one of them, Othlong 
Blackhelm—he whom the ballads call 
the Robber Lord—made it his home. 

He soon fell to treachery and his suc¬ 
cessor, Angarn Surfyst, used the castle 
as a base for brigandage in his turn. He, 
too, was slain by one of his followers, 
who set himself up as the Wolf Knight. 


“The location of Darkhold is shown on the map in the entry on Hill’s Edge, later in this chapter. 

6 Elminster snorted when he read this, and said: “And what ye couldn’t worm out of Alliya and Cylyria and me, ye 
just went ahead and made up.” 

7 The latest rumors speak of dragon-breeding experiments and hitherto-unknown draconic horrors that have 
resulted from them. When abroad in the Vale, watch the sky, and be wary. 





The Lich-Queen Varalla 


History doesn’t even recall his name— 
his throat was cut by a lady captive in 
his bedchamber one night. She turned 
out to be a sorceress, and a colder, 
more cruel brigand than the rest, rul¬ 
ing Farkeep as Sarunn Thoon (the bal¬ 
lad “The Witch of the Far Cold Hill” tells 
her tale). She fell in her turn to a cabal 
of masked wizards who turned out to 
be mind flayers, and held the bandit- 
warriors of the castle in mind-thrall 
until they died in service and only zom¬ 
bies were left. 

Then a dragon struck—a white 
wyrm, most say though accounts vary. It 
laired in the keep until slain by a dwarf 
hero, Harristor Thunderswing, who 
later went under land to form his own 
clan in the Lightless Lands and was 


never seen again. The empty castle was 
roamed by monsters—histories record 
both a beholder and a leucrotta using it 
as a lair at various times—and then was 
taken by brigands. They were slain by an 
adventuring company, the Wildmen of 
the North, led by Brundar Tigerbane. He 
renamed the castle the Wild Hold and 
refortified it, but he fell in battle, along 
with most of his followers. The castle 
changed hands again. 

A succession of petty rulers—some 
of whom styled themselves Lord Knight 
of the Far Hills, and at least one of 
whom called himself the Duke of Sun¬ 
set Vale—held the castle for 200 years, 
holding sway over varying parts of Sun¬ 
set Vale. Sunset Keep became a hold 
well known (if not respected) among 
merchants traveling between the 
Sword Coast and the Sea of Fallen Stars. 
The rulers of the Keep raided passing 
trade, fought with those who sought to 
drive them out, and either prevailed or 
were cut down and supplanted in their 
turn by a new petty lordling who grew 
into another proud robber baron— 
only to fall in his turn. At length one 
was left so weak by an attack that he 
and his few retainers perished under 
the claws and fangs of wolves and other 
monsters made bold by hard winter 
weather, and Sunset Keep became a 
monster hold again. 

It gained the name of Darkhold when 
a lich-queen rose to rule it, extending 
her skeletal hand out over the Vale to 
raid and to rule much as her human 
predecessors had done. She used skele¬ 
tal warriors, zombies, more sinister 
undead, and the monsters of the Keep 
who had submitted to her to enforce 


178 





her rule. Those monsters of the Keep 
who did not submit, she destroyed. 

Some say this lich-sorceress, Varalla, 
fought at the Battle of Bones. Others say 
she was an archsorceress of lost 
Netheril, freed from ages-long slumber 
by a monster smashing an inner wall of 
the Keep. Whatever the truth, Darkhold 
became a name of horror as word 
spread of the dark spells worked by Var¬ 
alla to aid her undead minions as they 
raided far afield over the Coast lands and 
as far east as the outposts of Cormyr. 

Tales of Varalla’s new spells lured the 
Zhentarim into attacking her. Using gob¬ 
lins who were promised easy treasure 
and mercenaries who weren’t told what 
they’d have to fight, the Zhentarim used 
their magic and Zhentilar troops to 
smash Darkhold’s defenders and inter¬ 



rupted the lich-queen at her studies 
deep in the castle. While she traded 
spells with Manshoon of the Zhentarim 
and his magelings (many of whom per¬ 
ished in the fray), the dark priest Fzoul 
Chembiyl used magic to reach her and 
felled her with a special mace that 
worked similarly to a mace of disruption. 

From that moment in 1312 DR on, 
Darkhold has been a Zhentarim base. It 
has grown into a fortress rivaling the 
Citadel of the Raven in importance if not 
in size. Now home to a thousand Zhen¬ 
tilar under the wizard Sememmon, 
magelings, and priests of Cyric, Dark¬ 
hold is a waystop for Zhent caravans. Its 
patrols roam from Asbravn to Skull 
Gorge. Beware them! Don’t be lured by 
tales of mighty spells and secret ways by 
which to reach them! 



179 






Fewdarcl’s Gate 

This riverbank shepherds’ village 
stands on the north shore of the 
upper Chionthar between Berdusk 
and Iriaebor in a bight where the 
river bends sharply. It’s named for 
its long-ago founder, a warrior 
grown weary of wetting swords, who 
settled down here to farm and spent 
the rest of his days fighting off trolls. 
His great-great-great-great-grandson 
now rules the Gate from a tiny castle 
perched on a rocky knob at the 
river’s edge, which is known as the 
Imperial Palace. 

This is fitting, because the ruler of 
Fendarl’s Gate styles himself the 
High Knight-Emperor of the Vale. 


The real name of this fat, pompous 
little man is Eldebuck Thorm 
Fendarl. He leads an army of 14 
splendid knights. The knights 
defend the Palace, which serves as 
the Gate’s mediocre inn. (It’s cold, 
dank, drafty, and lacking in privacy 
and proper lighting of evenings.) 
Expect to pay 10 gp for yourself and 
4 gp for stabling each animal you 
bring for the honor of spending a 
night under the same roof as the 
High Knight-Emperor. 

There’s little reason to visit the 
Gate unless you’re a wool or mutton 
merchant—or really enjoy eating. 
They do it in style here. But if you’re 
a visitor, it’s a tent outside the Palace 
for you. Only the High Knight- 







Emperor and his “personal guests” 
(those who’ve paid his price or been 
invited) dine in the cavernous great 
hall. Youll be sharing the tent with 
locals, who mutter often about their 
good ruler’s prohibition on building 
a proper inn or tavern in the Gate. 

A day of feasting in the Gate starts 
with a morningfeast of thick-sliced 
roast boar (imagine a strip of bacon 
2 inches thick) garnished with fruit 
(often—ugh!—quince) and encircled 
by mounds of cooked eggs whipped 
into a golden frothy lather and com¬ 
bined with milk and fine-chopped 
shoot onions or leeks. This is all 
washed down with twin tankards of 
cold ale and mulled, spiced cider to 
get the digestion going. 

One has time for a quick stroll to 
the jakes (to continue the process 
begun by the ale and cider) before 
midmorningfest begins: a hot and 
cold meal of hot, thick soup or stew 
(usually a poultry and creamed- 
mushroom concoction, though it 
can be beef or venison with carrots 
in winter) and the cold leftovers of 
last night’s feast (known to locals as 
the gncvwbones). This is washed 
down with clear wine of any vintage 
you desire. (By the way, the Palace 
has the best wine cellar I’ve seen 
outside the City of Splendors itself.) 

Take another stroll to settle your 
fare because highsunfest is not long 
in coming. Many locals miss this 
meal, being “too busy in the fields.” 
Even the knights, who contrive to 
miss one other meal a day by being 
at practice of arms (when they’re 
standing guard, platters are brought 


to them by order of the High Knight- 
Emperor), usually escape this feast 
by riding far out over the fields to 
work the imperial falcons. Beware: 
The rodents and birds they bring 
back are promptly made into a stew 
with onions, parsnips, and lots of 
pepper for late evening snacks. 

Those fortunate enough to linger 
for highsunfest will enjoy spiced 
melted cheese on buns (not bad at 
all) and the High Knight-Emperor’s 
latest craze: cold cucumber soup. 
One is served a bowl of it as large as 
a soldier’s helm, and at this meal his 
Imperial Altitude (by which title he 
must always be addressed, on pain 
of a tenday imprisonment and con¬ 
fiscation of all goods) makes the 
rounds of his subjects and guests, 
seeing that they eat their platters 
bare, pressing them to praise his 
cooks and the boundless bounty of 
the Gate, and telling the same stories 
of his ancestor Fendarl’s heroism 
every day. Watch the locals smile 
and answer enthusiastically—and do 
likewise. 

Eveningfest is the main meal of 
every day, featuring a variety of 
whole roast beasts. It used to boast 
stuffed stag’s heads, until a sly mage 
used an audible glamer to make a 
head on a platter complain to the 
High Knight-Emperor about its slay¬ 
ing and grisly indignities heaped 
upon it in the kitchen. These roast 
delicacies taste better than they 
sound. They are stuffed with quail 
flesh, woodchuck, pheasant, and 
other small game cooked with spices 
and chopped onions. 



H ak&Id ucX leR 

This small but important fortified 
village stands midway between Triel 
and Hill’s Edge on the Dusk Road. 
Hardbuckler is named for a long- 
fallen dwarf adventurer who made 
his home here after he won a spec¬ 
tacular battle on this spot leading his 
small axe-throwing band, Hardbuck- 
ler’s Hurlers, against a bugbear host. 
Hardbuckler has grown today into a 
village of over 2,000 folk—almost all 
of them gnomes. 

Many humans think of gnomes as 
industrious, ridiculous little putter¬ 
ing fuss-budgets, who squeak excit¬ 
edly as they run about doing crazed 
things with rope, pulleys, odd bits of 


metal, and the like, building one 
dangerous contraption after 
another. Tales of gnome-built won¬ 
ders that destroyed themselves 
explosively are legion. Most folk all 
over Faerun think of gnomes as 
charming little incompetents, believ¬ 
ing there’s some inherent shortcom¬ 
ing in the race that will deny them 
ever building anything that truly 
functional, durable, and useful. 

Like most world views, it seems 
this one is seriously flawed. Hard¬ 
buckler is a living example of effi¬ 
cient gnome industriousness at 
work. Among merchants traveling 
the Dusk Road, this small village is a 
favored stopover. Some folk love it so 
much they even winter here, helping 







to defend the village against raiding 
wolves, ores, bugbears, trolls, hob¬ 
goblins, and other hungry roving 
predators. Large, clanking contrap¬ 
tions, the supposed trademark of 
gnomes, are absent from the scene, 
except for rows of large, wheel- 
cranked triple ballistae along the 
walls, used to decimate ore and 
brigand raiding bands. 8 Hardbuckler 
is a model of cleanliness, organiza¬ 
tion, and happy prosperity. 

Merchants love it. Aside from the 
occasional visiting thief, crime is 
unknown, the streets are safe, and 
the water for mounts and thirsty 
travelers alike is free. 

Hardbuckler consists of small 
stone cottages with slate roofs. The 
cottages are set at random within its 
walled enclosure, each having a little 
garden patch somewhere near it. 
These gardens are fenced to prevent 
visiting livestock from grazing them 
bare. Streets are missing, except for 
a ring-shaped way running all 
around just inside the wall and two 
broad avenues that bisect the village 
in a cross shape. As one puffing thief 
once put it, “This place is all one big 
alley!” 

Every home in Hardbuckler has a 
cellar—a big cellar. These cellars 
each typically include a junk room 
and a root cellar on the uppermost 
level, and a large ramp or shaft with 
cranked elevator leading down to a 


mushroom- and lichen-growing cav¬ 
ern beneath, with warehouse cav¬ 
erns below that. (Ever eaten fried 
lichen from Hardbuckler? Delicious! 
They boil it soft, then fry it in gravy 
and serve it with garden-grown 
radishes. Try it!) 

The major industry in Hardbuck¬ 
ler is storage—no questions asked, 
secure storage. Half a hundred mer¬ 
chant concerns—and even more 
adventuring bands—keep loot and 
other valuables here, hidden away 
and secure behind wards laid down 
by Hardbuckler’s resident wizard, 
whose vigilance is an additional 
guard against theft. 

The gnomes of Hardbuckler make 
and export elaborate locks, sturdy 
wooden crates, and a distinctive 
green seam-sealing wax sold in cloth 
rolls. Locks range in price from 3 gp 
for a small, simple thing to 100 gp 
for a massive quadruple lock, or 75 
gp for a tiny, gold-plated locket lock 
used in many pieces of jewelry or on 
purses. 

Crates range in price from 1 sp to 
25 gp, depending on size and con¬ 
struction. Exterior bracing and cop¬ 
per-sheathed corners are always 5 gp 
extra. Most small coffers are 1 to 3 sp, 
and most larger boxes go for 2 gp, 
with a removable lid and one tube of 
seam-sealing wax included in their 
price. One person can carry a larger 
box alone for short distances, but 


“There are 26 in place, so sited that at least six can fire at any given point of the cleared terrain surrounding the 
city. A ballista fires once per round if the crew of 3 is augmented by a “cranking crew” of 6 (gnomes; cut all crew 
figures in half if humans are involved). Without a full cranking crew, the rate of fire drops to once every 2 rounds. 
Range is 10 feet to 600 feet (due to the elevation of the ballistae, which boosts their range). Every firing of a ballista 
results in eight attacks being rolled against a group of foes (half that if the group is widely spaced, or in “skirmish 
formation”). Bolts that hit are giant heavy crossbow bolts, and do Id 12+1 points of damage to a creature. 





these boxes also have rope handles 
thoughtfully included in their design 
to make them easy for two people to 
cany over a long haul. 

Seam-sealing wax is 1 sp a tube. 
To use the wax, unroll one end of 
the cloth, squeeze the other, and 
force the wax out in a smooth cylin¬ 
der along the edge of a box to seal a 
seam. A recent improved version is 1 
gp a tube and is guaranteed to be 
reusable if oil is hand-worked into it 
every spring. It turns purple if any 
enchantment is laid on it—and if the 
magic is disturbed by an attempt to 
break the wax, alter the spell on it, 
or lay another spell atop the first, 
the wax turns green again, giving 
positive indication of tampering. 



Ward Token of Hardbuckler 


Every family in Hardbuckler oper¬ 
ates its own storage facility and need 
not tell others (except the resident 
wizard) what it’s minding—even if the 
stored goods consist of explosives, 
powerful and unstable magic, or 
such. There have only been three 
underground blasts in the history of 
the village, so storage is fairly secure. 

The resident wizard of Hardbuck¬ 
ler is a kindly, elderly man with very 
poor sight. He wears three thick pairs 
of eyeglasses attached to each other 
on a common frame so that three 
lenses are fixed in front of each of his 
eyes. He is given to humming and 
wandering about the secret passages 
that encircle all the storage caverns 
beneath Hardbuckler, preventing tun¬ 
neling up from below. 

His name is Aldiber Inchtarwurn, 
and he is known to wear bracers at 
all times, one of which has all the 
powers of a staff of power , and the 
other which duplicates the effects of 
a ring of spell turning. He also pos¬ 
sesses many magical rings, potions, 
and belt-ready items such as beads 
of force and iron bands of Bilcirro. 

Aldiber has created powerful 
wards protecting the walls of Hard¬ 
buckler and every storage cavern 
beneath it. Aldiber’s wards block all 
passage of moisture through the 
cavern walls, preventing flooding 
and mildew from spoiling items in 
storage. The wards also give a 
visual—and to those bearing ward 
tokens, audible—alarm when they 
are breached. 9 They are said to pre- 

9 That is, penetrated by force or hostile spells, not 
passed by possession of a ward token. 


184 






vent many spells from functioning, 
and to summon crawling claws and 
more powerful guardian creatures 
when certain conditions are met. I 
was able to obtain a ward token 
(shown on the right-hand page), but 
was unable to learn more specifics 
of the powers of these wards—cer¬ 
tain locals denounced me as a 
Zhentarim spy or thief, and offered 
me swift violence. 

I was forced to leave Hardbuckler 
hastily, but you can read here what I 
did learn—and also some curious 
things I overheard: talk of the com¬ 
ing of a gnome king, and of the 
Openers, some sort of secretive 
band dedicated to finding, mapping, 
and unlocking the secrets of ancient 
magical gates under the village and 
nearby. “The wealth of Netheril shall 
be ours!” has become a whispered 
catch phrase of sorts among the 
young and idle of the village. 

I also noticed a number of would- 
be adventurers from Amn, Water- 
deep, and the Coast—mostly 
romantic younger sons and daugh¬ 
ters of nobles or wealthy folk— 
who’d taken up residence in rental 
cottages in a copse a few hills west 
of the village. This seems a place 
from whence news of adventure 
may soon come. 

If that befalls, the mage Aldiber 
may be a bit put out. He likes peace 
and quiet and retired here to be far 
from the intrigues of cities. I heard 
he takes no apprentices, but devotes 
his time to helping the gnomes and 
studying magic, devising new spells 


and items, and altering well-known 
spells. Folk believe he’s created so 
many new spells that he could give 
Elminster himself a run for his staff 
and pointed hat. 10 

Hardbuckler is ruled by a council 
of gnome elders. They take advice 
and direction from the Hidden—not 
this mysterious incipient gnome 
king, I believe, but gnome priests 
who tend temples somewhere near 
the village—perhaps beneath its 
storage caverns, surrounding them 
with a band of vigilance. The only 
councilors’ names I learned were 
Hammas Isynd and Orival Bun- 
difeather. I’ve no idea if they were 
leaders, senior members, or just 
those most comfortable dealing 
with human visitors. 

A stay in Hardbuckler costs 1 gp 
per person to pass in through the 
gates, plus 1 sp per beast brought 
in. This entitles you to free fodder 
and water. 

There are no inns or taverns in 
the village. Each gnome family runs 
its own guesthouse, which serves 
good, though simple, meals, running 
to lots of spiced potatoes, onion 
bread, and strong cheese. (The 
prominent gnome families in Hard¬ 
buckler are Althiyn, Boldnose, Bun- 
difeather, Eyindul, Felndar, Felold, 
Gornsh, Isynd, Khobbar, and Wyn- 
dass.) Ale is about 10 gp per hand 
keg, and wine 5 gp per bottle— 
priced so to discourage overindul¬ 
gence, I suppose. There is also a 
gaming pavilion, the Pipe and 
Ivories, where drinkers can gather. 


10 When he read this, Elminster snorted—and then sighed. 




Hill's Edge 

This city is sometimes called the 
Forgotten City of Sunset Vale. Many 
folk on the Sword Coast and in the 
Inner Sea lands alike simply forget it 
exists. Many guides and histories omit 
it or gloss over it as if it were a minor 
village or waystop well. Even recent 
accounts call it a town and refer to it 
as small but prosperous. 

Yet Hill’s Edge is, and always has 
been, an interesting place. Its location 
at the western end of Yellow Snake 
Pass has brought it both monster 
raids and caravan trade down the 
years—and with the advent of the 
Zhentarim, the former have declined 
but the latter have increased, making 
the Dark Network a force to be reck¬ 
oned with in this city. Here Zhents are 
tolerated, if not liked, but the inde¬ 
pendent-minded citizens—many of 
whom are powerful and experienced 
adventurers—have made it clear to 
more than one emissary of Darkhold 
that any attempt to conquer Hill’s 
Edge or even harass its citizenry by 
magic, poison, unfair trade practices, 
or threats will bring Waterdhavian 
armies assisted by senior Harpers 
into the city for an all-out battle. 

The High Mayor of Hill’s Edge who 
last made this declaration was Asimel 
Elendarryl, a sorceress who hailed 
from Neverwinter, and was openly an 
agent of the Lords’ Alliance. She 
claimed that over 40 citizens knew the 
locations of and ways to open over a, 
score of magical gates hidden all over 


the city that could bring these forces 
swiftly into the city. Asimel vanished 
some months after her term of office 
ended. Cynics in the city mutter that 
Zhentarim torturers got her, but it is 
known that Zhentarim agents in the 
city have been actively searching for 
the alleged gates since her 
disappearance. 

On more than one occasion known 
Harpers have suddenly appeared in 
the city, though some citizens believe 
they came by means of spells, deliber¬ 
ately attempting to fool the Zhentarim 
into thinking the gates do exist. Con¬ 
trol of any center containing so many 
instant transportation routes would 
be the greatest prize in Faerun short 
of conquering Myth Drannor. 

This tense situation, with agents of 
the Red Wizards, the Cult of the 
Dragon, the Zhentarim, and probably 
a dozen or more wizards’ cabals and 
merchant companies sniffing around 
Hill’s Edge looking for gates , is made 
worse by the character of the citi¬ 
zenry. Inhabitants of Hill’s Edge are a 
wary, self-sufficient lot. Many are sea¬ 
soned adventurers and guides. Mon¬ 
ster hunting, combined with a little 
exploring and prospecting, is the tra¬ 
ditional local sport. Most eveiyone is 
skilled with a weapon, 11 and the 
smithies of Hill’s Edge turn out hun¬ 
dreds of armors and thousands of 
blades each year—in fact, this city is 
the source of much of the average-to- 
poor, but serviceable, weaponry and 
battle harness used all over western 
Faerun. 


1 'After discussions with Elminster, we judge that this can fairly be expressed in AD&D game terms by saying 
that most eveiyone on the streets is at least a 4th- or 5th-level fighter. 





The city’s name comes not from 
any hill, but from a long-dead adven¬ 
turer, the halfling warrior Uldobris 
Downhill. He found rich iron in the 
red eastern bank of the River Reach¬ 
ing here and took on gnome partners 
to build and maintain pumps to keep 
the river waters from flooding his 
mine, which was dubbed the Edge 
because it was always on the brink of 
flooding. Miners dug feverishly to the 
din of the constantly hammering 
pumps, tossing ore onto skids that 
mules dragged up to the surface. In 
six short years the consortium Uldo¬ 
bris had founded, the Clasped Hands, 
brought up more iron than had ever 
been taken out of one mine before. In 
the seventh year, the waters came in. 


The flooded, unstable tunnels of 
the Edge still lie beneath the city, 
sloping sharply down and southeast. 
Local rumors as to just what inhabits 
them now vary widely—from fresh¬ 
water morkoth to aquatic liches—but 
seem to agree that something sinister 
dwells in the lightless waters now. 

Five separate gnome-led pump-out 
attempts of the Edge over the years 
have ended in the sudden disappear¬ 
ance of all the delvers. 

Hill’s Edge began as a fort built to 
protect the minehead and smelter 
and grew into a walled town of 
smithies and outfitters, serving as a 
base for hunters and prospectors 
venturing north and east into the 
Sunset Mountains and the Reaching 









uplands. It has grown steadily, 
becoming a waybase for merchant 
concerns. 

Warehouses now occupy a lot of 
the space inside the city walls. Their 
owners dwell above the storage areas. 
Hill’s Edge exports steady streams of 
oiled and crated armor, crated fin¬ 
ished weapons and oiled bundles of 
sword blades, and caged exotic beasts 
of all sorts. If one wants a monster or 
a few of its body parts anywhere in 
western Faerun, the source, some¬ 
times via several middlemen, is usu¬ 
ally the hunters of Hill’s Edge. 

If life in Hill’s Edge seems a per¬ 
ilous, exciting existence to the 
reader—it is. A steady stream of 
would-be prospectors and adventur¬ 
ers come to the Old Edge. Many 
dwarven delvings and the cellars or 
burial areas of both Netheril and van¬ 
ished giant kingdoms are known to lie 
in the Reaching uplands and farther 
north. Hill’s Edge has always been the 
base for those eager to explore them. 
Talk in the taverns of the Edge is 
always of the latest finds and forays— 
of old, fey magic found and monsters 
fought. It’s no wonder that the Zhen- 
tarim hunger to rule here, or that the 
Harpers and the Lords will do all they 
can to prevent that. It seems a splen¬ 
did home for those who thirst for 
adventure—and perhaps death that 
may come to them swift and soon. 

There’s another important feature 
of the Edge that the visitor should 
know about if he wants to understand 
the tavern talk: the silent runs. Hill’s 
Edge has always funded the rebuild¬ 
ing, lengthening, and strengthening 


of its walls with a gate tithe of 1 gp per 
wagon traveling in either direction. 
Folk on foot are free, but a mule train 
is counted as one wagon for every 
two mules. The Zhentarim and the 
Free Traders of Westgate have always 
used many hideouts and subterfuges 
to smuggle goods into and out of the 
city tax free. The most famous of 
these are the silent runs: networks of 
storage caverns and long tunnels 
under the city wall from far away 
linked to warehouses in the center of 
the city. Battles for control of the 
silent runs over the last decade have 
been furious, claiming many victims. 
Hungry monsters were unleashed 
into the passages, and traps were set 
up in profusion all over them until 
the runs became too dangerous to 
use and were abandoned to the 
marauding beasts and the desperate. 
If locals find these outer entrances 
nowadays, they usually hire a mage to 
permanently, suddenly, and violently 
close the tunnels. 

LaK)dma.R)cs 

Hill’s Edge is a city of cobbled streets 
and sturdy stone buildings with slate 
and tile roofs. Large warehouses hulk 
everywhere, and all the (nameless) 
streets are broad enough to allow a 
team of six horses or oxen to turn a 
wagon around. In an open plaza at the 
center of the city rises the Mayor’s 
Tower. The mayor has a bodyguard of 
12 warriors, and another 20 soldiers 
collect the gate tax and keep watch 
from the walls and on all who enter or 
leave the city, but there is no militia, civ 
guard, or army. The Traders’ Council, 



which advises the mayor, wants to keep 
it that way (The Traders’ Council meets 
in the Tower once a tenday, and more 
frequently in emergencies.) 

As a result, this is a city of private 
bodyguards and lookouts hired by 
well-armed merchants who guard 
themselves and their wares at all times. 
The merchants’ homes tend to be atop 
their warehouses or near the city walls, 
where the smithies, paddocks, most of 
the rooming houses and failed busi¬ 
nesses can be found, too. I saw at least 
two score boarded-up, abandoned 
buildings during my visit. 

The inns, taverns, and prosperous 
shops of the city tend to be clustered 
along the streets radiating out from 
the central Tower. There’s no open 
marketplace in the Edge—instead, 
stalls can be found all around the city 
wall on its inside. (They are icy-cold 
quarters in winter, I’m told.) 

Hill’s Edge has a high stone wall sur¬ 
rounding it studded with many watch- 
towers and pierced by four gates: the 
Reaching Gate on the northeast, River- 
gate on the northwest, Vale Gate on the 
southeast, and Clasped Hands Gate on 
the southwest. Perhaps 6,000 folk call 
Hill’s Edge home in winter, and 10,000 
can be found inside its walls in sum¬ 
mer. It’s fairly small, and the wide 
streets make for quick travel. It has a 
reputation for winter cold harsh 
enough to kill many folk every year. 

The visitor to Hill’s Edge shouldn’t 
miss the Tarnished Trumpet tavern, the 
fabled Six Soft Furs festhall—located a 
stone’s throw from the Mayor’s 
Tower—or the Happy Hippocampus 
inn. (Local lore insists a mayor built the 


Six Soft Furs so close for quick and easy 
visits.) Other drinking spots I saw were 
the Scarlet Stag and the Dancing Bear. 
Both were rustic, smoky, crowded, dim, 
and of little account. 

Other inns include the Worried 
Wyvern, the Storm Griffin, and the 
Stone Saddle. Rooming houses can be 
found by the score. You 11 recognize 
them for the three amber lamps hang¬ 
ing over their doors. Most are cold, 
dirty, dingy places where you can 
share a room with several rats who 
feel just as chilly as you do. For a ten- 
day, the room is usually 1 sp per day, 
or for a month, it runs a copper a day 
plus an extra 1 sp “for the doorstep.” 
Cooking is extra. “For the hearth” costs 
are generally 3 cp per day. 

Hill’s Edge boasts two temples: the 
Cry of Joy, dedicated to Lliira, and the 
Fist of the Future, sacred to Cyric. 
There are also shrines to Tempus and 
Tymora: the Old Sharp Sword, 
perched within sight of the Mayor’s 
Tower; and the Kiss of the Lady, 
located hard by the Reaching Gate. 

Notable shops in the Old Edge 
include A Handful of Eyes, Lionstar 
Services, the Knight in the Mom, 
Belkin’s Black Blade, and Bent Bows. A 
Handful of Eyes is perhaps the most 
reliable of the monster shops, and 
Lionstar Services is the discreet small 
goods handling outlet of Lionstar 
Warehouses. The Knight in the Morn is 
an armorer and blazoner, Belkin’s sells 
superior weapons, and Bent Bows, as 
its name implies, is an archery shop. 

The visitor to Hill’s Edge should note 
that although the Zhentarim presence 
grows ever stronger in Hill’s Edge, the 



Dark Network has received several 
sharp rebukes (that is, sharp as in 
sword points) from citizens whom they 
tried to cheat, threaten, or bribe at too 
low a price. The Zhentarim pressure 
has made fewer folk than ever want the 
thankless task of being High Mayor for 
a year—but every candidate in anyway 
supported or influenced by the Zhen¬ 
tarim has been decisively refused by the 
electors. The Traders’ Council is run¬ 
ning the city at present while they seek 
a new High Mayor from among the 
returning prospectors and adventurers. 

Overshadowing all the political ten¬ 
sions in town is the ongoing conflict 
between the Rose-Red Lady and the 
Black Lady, the high priestesses who 
lead the two rival temples in town. They 
wage an endless duel for supremacy in 
what passes for high society in the 
Edge—as well as in its alleyways, cel¬ 
lars, and spell chambers. When one 
temple gathers for an important ritual, 
the other does too, just in case the “vil¬ 
lains” in the other temple plan any 
magical assault. Like the Zhentarim, 
the two priesthoods have eyes every¬ 
where in the city. Unless you have 
power enough to withstand and hurl 
back the magics of an aroused temple, 
it is best not to openly support one side 
or another. You have been warned. 

PLaces of IwTeResT 
)kj Hills Edge 
Temples 

The Cry of Joy 

The star-mantled, orange-, red-, and 
yellow-robed priestesses of Lliira tend 
to be beautiful, acrobatic, and silver- 


throated. They pass on jokes, make 
merry, and generally provide much of 
the gaiety and color in Hill’s Edge. 

The Harpers always provide music at 
their festivals—wild parties to which 
all folk in the city are invited. Harpers 
also covertly provide security during 
these events, foiling hostile magic and 
deliberate disruptions. 

The only enemies these Joymaidens 
have are the followers of the Dark Sun, 
Cyric, and the local professional 
escorts, who view the festivals as very 
bad for trade. In the escorts’ opinion, 
revelers get free what the escorts 
expect folk to pay for. This is the only 
reason, aside from the free drink, 
many say cattily and spitefully, that any¬ 
one goes to one of these revels at all. 

The Cry of Joy resembles a minia¬ 
ture castle. Little larger than a prosper¬ 
ous manor, it sports high stone walls, a 
portcullis, and turrets adorned with 
Lliira’s yellow, orange, and red star-girt 
banners. Its coffers bulge from two 
sources of income: superb blackbitter 
ale brewed in the temple cellars and 
exported all over Faerun, and best-sell¬ 
ing chapbooks of amorous adventure 
penned anonymously by the clergy— 
and also sold all over Faerun. 

The Lliirans are led by a young, 
enthusiastic reveler, Joybringer 
Caseldown. She works in secret with 
Harpers (well, her plans are secret, 
though most folk know meetings go 
on) to see to the security and cul¬ 
tural growth of Hill’s Edge, so that it 
continues to be a pleasant place to 
live. There’s a rumor around the city 
these days that the Joybringer has 
strange magical powers. 




The Fist of the Future 

The black banners on the walls of this 
frowning war fortress of a temple are 
all adorned with the skull and starburst 
of Cyric. They stare coldly at all who 
walk the streets, and like pirate flags, 
they make citizens and visitors alike 
reach for weapons and watch warily. 

The Cyricists in Hill’s Edge are a 
fast-growing group, sponsored by 
Zhentarim gold and the energy of the 
ambitious High Dark Priestess Emana 
Gortho. She seems bent on turning 
the city into a huge robber-baron’s 
hold and is fast attracting all the 
down-on-their luck rogues, thugs, 
and crazed-wits in the Vale with 
promises of good gold, and good beer 
and brotherhood to go with it, with 
regular opportunities for bullying and 
bloodletting. She now has hundreds 
of dark hands to do her bidding, but 
they are ill-trained, undisciplined, 
and essentially selfish hands, and 
have several times defied the orders 
of priests leading them to pursue 
ready loot and foes. 

Mysterious spell attacks have twice 
ruined armories and engines of war 
smuggled into the temple, smashing 
plans for an uprising, destruction of 
the temple to Lliira, and the establish¬ 
ment of martial rule over the city. 
Emana suspects Harper spies of caus¬ 
ing the assaults, though she has no 
idea which powerful wizards they 
hired or cajoled into making the actual 
attacks. On both occasions, word was 
all over the city in hours, accompanied 
by the general opinion that such 
doings were to be expected, because: 
“We don’t like folk bringing armies 


into this town or whelming for war.” 

The High Dark Priestess has 
accordingly turned to ever darker 
and wilder spells, accompanied by 
risky attempts at spellcasting in 
groups, sacrifices, and summonings 
of powerful evil beings from other 
planes. She speaks openly of such 
things, trying to awe citizens into obe¬ 
dience or flight, but has so far mis¬ 
read the folk of Hill’s Edge, who’ve 
merely turned to planning how best 
to bring about her downfall. 


Shops 

A Handful of Eyes 

Monster Parts and Live Monsters 


% % % % % 
# < 6 ^ # 


This dark, cavernous converted old 
warehouse is a labyrinth of creaking 
pillars, rusting cross braces, sagging 
floors, and little flights of steps linking 
levels that don’t quite meet. Cages of 
all sizes are everywhere. Citizens 
whisper that folk who argue prices 
too strenuously sometimes disappear 
into them. 

This shop is lit by a dozen or so 
glowing white eyeballs that float 
about like curious insects, hovering to 
inspect or accompany shoppers with 
an unblinking gaze that most folk find 
eerie: The proprietor is a masked, 
hooded male who seems able to see 
whatever the eyes can, however dis¬ 
tant, and who is thought to be a mind 
flayer by at least one regular supplier 
of the shop. 

For all this eccentricity, A Handful 
of Eyes is probably the most reliable 
of the monster shops in Hill’s Edge— 


191 




that is, it can most quickly supply a 
particular beast, dead or alive, to a 
purchaser, and it carries a larger 
stock than competitors, some of 
whom deal only in a few species 
(such as Eldritch Ebony, a shop that 
discreetly deals in drow to veiy rich 
and totally unscrupulous buyers). 
Most buyers are merchants acting for 
wealthy, decadent thrillseekers or 
mages in Calimshan, Waterdeep, 
Sembia, Amn, and the city-states 
around the Sea of Fallen Stars. 

A live monster can cost from 25 gp 
for a particular type of nonpoisonous 
rat, spider, or snake to 350,000 or 
more for a ki-rin or other rare or 
powerful creature. The Eyes does not 
deal in slaves, nor does it kidnap 
humans for a fee—not since a captive 


wizard blew apart the southern end 
of the shop with an unexpected spell 
and escaped. 

Lionstar Services 
Packers 

I I I I I 

This shop is a ramshackle wing of the 
vast Lionstar Warehouses complex 
out by the wall in the northeast quad¬ 
rant of the city. For modest fees, the 
experienced packers here will 
securely pack and seal all sorts of 
small shipments (precious or fragile 
items, for instance) for caravan travel 
all over Toril. Their specialty is dis¬ 
guising an item by its packaging to 
make it appear to be something else. 
This generally costs double. False 


192 








documentation can cost 100 gp on top 
of that—more if it involves forging the 
signature or seal of a mage, ruler, 
merchant company, noble family 
head, or other important personage. 

Lionstar Services has several wiz¬ 
ards on retainer to magically exam¬ 
ine, shield, or protect parcels. Their 
services cost extra—a lot extra! 

Exactly how much depends, of 
course, on just what they have to do. 

The Knight in the Morn 

Armorer and Blazoner 


% % % « % 

& & & & 0 

This proud, colorful shop sells suits 
of armor, some of which look veiy 
grand. They vary from mediocre (the 
source of the old wisecrack: “Ah, Sir 
Rustbucket. Knighted in Hill’s Edge, I 
presume?”) to not bad. They also sell 
lances and shields, but some shields 
have been known to crumple under a 
single blow. To top the lances, they 
sell pennants and full-sized banners. 

The need to adorn these banners 
has expanded over the years from two 
old women skilled with the needle to 
a staff of six seamstresses and four 


master limners. You can order your 
shield, breastplate, helm, or anything 
else adorned with your badge, coat- 
of-arms, or favorite color. 

Such adornments typically cost 60 
gp each for painted work and 100 gp 
for sewn. This shop is usually at odds 
with Hillhorn, the local Herald, for 
allowing patrons to walk out wearing 
arms and badges that properly belong 
to others. In the past, much of the 
shop’s trade came from brigands 


intending to impersonate others to 
effect swindles, kidnappings, and the 
darkening of certain reputations. 

This is still the place to come if you 
want a blazon of your own design 
painted—a blazon, that is, that’s not 
lawfully registered with, or recog¬ 
nized by, the Heralds. The shop gets 
away with this practice by claiming 
they were told the work was a first 
flower (the painting of arms made by 
a supplicant to show to a Herald in 
hopes of getting the design approved). 
The close watch now kept on the 
shop by Harpers makes criminal use 
of the arms of others less likely to be 
profitable, but as a place to get fanci¬ 
ful arms painted up, or those 
intended forever to be fictitious, the 
shop continues to do a roaring trade. 

Note that all blazonwork that comes 
to the shop without written certifica¬ 
tion from a Herald will cost double. 
Regular patrons of the shop tell me its 
lances are of excellent quality. 

Belkin’s Black Blade 

Weapons Shop 


$ I I I 

% % % 

& & & # 

In contrast to the haughty splendor of 
the Knight in the Morn, this place is a 
“down-to-earth, hard-core weapons 
shop: a large, dimly lit house that smells 
of oil and cold steel and is crammed 


with racks of swords, daggers, maces, 
morning stars, war hammers, spears, 
arrows, bolts, and battle axes. 

Belkin Orgul is a fat, puffing, shrewd 
old warrior who stumps and wheezes 
around the shop, forever pushing 
unruly gray-white hair out of his eyes to 


105 



glare at customers. He sells helms, gor¬ 
gets, and gauntlets as well as weapons. 
Spike-knuckled gauntlets are a peren¬ 
nial favorite at 25 gp for the pair. 

Bent Bows 

Archery Shop 



This is one of the best archery shops 
I’ve seen anywhere: a bright, breezy 
place where one can buy any size of 
bow or crossbow. One can also pur¬ 
chase, of course, all sizes of shafts and 
bolts and a variety of arrowheads, 
including bulbous fireheads guaran¬ 
teed not to go out before striking their 
target. These heads are cast spheres 
containing felt that are doused in alco¬ 
hol and lit before firing. 

Adventurers and merchants alike 
come here to buy wagonloads of shafts 
and bolts. If one buys 10 guaranteed- 
waterproof leather quivers of 21 missiles 
each or more, it’s at a discount price of 6 
sp each, instead of the usual 1 gp. 

The proprietor, Master Fletcher 
Sumbarl Ardusk, is expert at detecting 
out-of-true shafts, and at soaking, 
stretching, and spot heating to make 
them straight. 


T aueRNs 
The Scarlet Stag 


% % % 

4S» & & 


This drinking hall is of the smoke- 
filled, rowdy, rustic sort. I found the 
tables and booths cramped and 
crowded, and the servers both surly 
and harried; moreover, some clever 
guest seems to enjoy hurling chestnuts 


at random around the darkened tap- 
room. One plopped into my tankard, 
but a woman nearby was struck on the 
temple and dazed. Go to get drunk if 
you must, but don’t expect to relax or 
chat in any sort of quiet. 

The Dancing Bear 


This dive is like the Stag but noisier, dirt¬ 
ier, and more dangerous. Here patrons 
play with hurled daggers, and there’s a 
steady stream of supplicants shuffling to 
trade scraps of information for the few 
coppers needed for another drink or 
two to the tables where Zhentarim spies 
and their bodyguards sit. 

The Bear is not a place one dare 
relax in. I saw two purse cuttings while I 
was there, and when the second victim 
noticed and rounded on the thief, he 
got a blade in his throat and another in 
his ribs. The thief was out one of the 
three side doors before the body 
slumped to the floor. 

Others share my opinion. The tavern 
does a brisk trade in cany-out skins of 
(watered-down) wine at 4 sp each. 

There’s no bear dancing about in 
accordance with the tavern’s name. 

Its stuffed head snarls down from 
over the bar, eyes red and glittering 
thanks to a little glass and a cantrip. I 
was not impressed. 


Inns 

The Worried Wyrvern 


« « % 

& & & 


This is the closest Hill’s Edge comes to 
an average inn of quality—a clean, 


194 



three-level, fairly new establishment 
boasting interconnected suites of 
rooms on the uppermost floor, mes¬ 
senger pigeon service to an errand¬ 
running service in Iriaebor, and a good 
dining room. The chef has mastered a 
spiced river fish and asparagus omelet 
to accompany the usual bacon, toast 
and drippings, and sausages for morn- 
ingfest and highsunfest. Evening meals 
are a nice variety of roasts, accompa¬ 
nied by pleasant surprises like chicken 
livers in mushroom sauce and green 
peppers stuffed with rice, tomatoes, 
and ground meat. A rather bad, bored 
harpist plays away the evenings, mak¬ 
ing background music to drown out 
conversations at adjacent tables. A safe 
and pleasant, if unexciting waystop. 


The Storm Griffin 


m mm 

Travelers can easily find this down¬ 
town inn thanks to the rampant stone 
griffon statue out front. It’s as tall as the 
three-stoiy inn behind it and from 
time to time spectacular but harmless 
illusory lightnings flash and crawl over 
its surface. It was once the figurehead 
of the favorite ship of the inn’s builder, 
who was a rich textiles merchant. 


The inn beyond it is surprisingly 
good. Rooms are cozily and sometimes 
luxuriously furnished, and the services 
of in-house barbers/coiffeurs, tailors, 
and custom shoemakers are available 


for extra fees. Bath servants carry hot 
water to the tubs in each room and 


assist in bathing if desired. Their ser¬ 
vices are free. For a copper one of six 
hall boys will cany messages or small 


items anywhere in the city. (By all 
accounts, they’re trustworthy.) 

The dining room is excellent, spe¬ 
cializing in delicious hot and cold 
soups, fried breads, and fish stuffed 
with egg, leek, and river crab mix¬ 
tures. At its best, the kitchen of the 
Griffin matches anything to be had in 
proud, distant Waterdeep. 

The Stone Saddle 



This cheap, chilly old bam prides itself 
on good stables and hostlers. I dare 
say mounts get better care than their 
owners. Still, doors bolt securely, and 
the beds are comfortable, but sag 
somewhat in the middle. If you don’t 
mind indifferent food, such as meat- 
balls of mysterious origin in onion- 
dominated tomato broth, this is a 
cheap, tolerable place to sleep. 

FesTbaLLs 

Six Soft Furs 


« % % V % 
& & & & 0 


This house of pleasure is famous Vale¬ 
wide for its luxuries, wanton escorts, 
and flavored syrup baths that are rarely 
enjoyed alone. Rumored to have been 
built by a mayor (to attract tourists, of 
course), it boasts very high prices 
indeed—an evening’s pleasure can eas¬ 
ily cost 300 gp. Some escorts here spe¬ 
cialize in a combination of pleasant 
(and surprisingly learned) conversation 
and kneading out the pain from long 
journeys and old battle injuries with 
their hands and feet, for those who 
don’t want to indulge in the exotic. 


105 




The 

Tarm) shed TRuropeT 

Tavern 


% %, % 
& & & 



This tavern faces the Mayor’s Tower 
across the open cobbles and is the 
largest and best drinking spot in Hill’s 
Edge, On most evenings, even in the 
bitterest winter weather, it’s crowded 
with jovial adventurers swapping sto¬ 
ries of their bravery, close escapes, 
and latest finds in the Netherese ruins 
north and east of the city. 

A blackened, battered trumpet 
hangs behind the bar. More than a 
few folk in town say it’s an iron horn 
of Valhalla the bartender can blow to 
defend the tavern against attack. This 
rumor is supported by the fact that all 
of the six folk—four men and two 
women—who tend bar around the 
clock (a water-drip model from far 
Chessenta, that chimes tiny bells to 
mark the hours) always wear swords 
at their hips and daggers in various 
spots. 

Many of the prospectors who work 
out of Hill’s Edge view the Trumpet as 
their home, even though they sleep 
somewhere else. The staff encourages 
them to think so, keeping messages 
for prospectors out in the mountains, 
and providing comfy old armchairs 
and a fireplace to warm wet feet and 
diy wet stockings and hose at around 
the side of the bar. 


The PUce 

Wood-paneled, many-pillared, and 
decorated with tapestries of hunting 


scenes and the battered weapons of 
now-deceased patrons, the tavern is 
almost all one vast taproom. The tops 
of the drinking tables are inset with 
little windows. Old treasure maps 
have been set between panes of glass 
in them, and beneath each is a small 
cage enclosing a glowing globe , so 
light comes up through the map to 
illuminate the tabletop. Patrons who 
tiy to take a map out will be expelled 
violently and permanently. Copies of 
all the maps are available at the bar 
for 50 gp each. Most of the maps are 
20 to 30 winters old and are of mines 
and subterranean cellars and ways in 
the wildernesses north of Skull Gorge 
or in western Yellow Snake Pass. 

Be warned that the Zhentarim pur¬ 
chased copies of all these maps long 
ago, as have many other adventuring 
bands. Few easily found treasures can 
be left in any of the places the maps 
show. On the other hand, tales make 
the rounds every three seasons or so 
of adventurers poking around old, 
cleaned-out dungeons who found a 
secret way others had missed and 
broke through into treasure-laden, 
hitherto hidden, areas. 

The PriospecT 

This tavern is the place to hear news 
of adventurers and their deeds, join a 
band or hire adventurers to aid you 
in deeds of daring and danger, or just 
to reflect on past glories, stare at the 
fading maps and tapestries, and 
dream a little. Some minstrels make 
a point of doing this, claiming they 
get their best song ideas in the con¬ 
vivial Trumpet. This is one of the 


196 



most relaxed, friendly, chatty bars in 
all the Vale. 

The Pnov&ssden. 

Hot buttered rolls and sausage rolls 
are the only food the Trumpet serves. 
Its wine cellar has an awesome 
breadth, however, and the flagons 
and tankards in use on the premises 
are of a generous size. 

The Prices 

Ale is 4 cp per talltankard or 8 cp per 
hand keg, and wine is either anony¬ 
mous house wine at 5 cp per flagon 
or a recognized vintage sold by the 
bottle (7 sp to 22 gp). Zzar, sherries, 
and all exotics (such as elverquisst) 
are sold by the bottle at 4 gp to 125 gp 
(most are 6 to 8 gp). 


Tkav&L ens’ Lone 

The Trumpet houses several legends of 
hidden treasure. One speaks of a secret 
door in a pillar. It hides a turn handle 
that flips up a large floor section, table 
and all, to reach a gold cellar guarded 
by mysterious monsters. 

Another speaks of a cordial glass 
formed of one enormous carved dia¬ 
mond the size of a petite elfs fist. It was 
said to be able to render any liquid 
placed in it nonpoisonous and pleasant 
to the palate. A visitor to the bar, a dusky 
noblewoman, turned it invisible as a 
prank, and a clumsy-fingered thief 
knocked it to the taproom floor. No one 
has ever found the glass, and incidences 
of patrons tripping over nothing (per¬ 
haps from excess drink or a loose floor¬ 
board) are often blamed on kicking it. 






The 

Happy Hippocampus 

Inn 

till MMV 

This inn deserves to be much better 
known. It’s one of the best in western 
Faerun, complete with an attentive 
liveried staff who pamper guests per¬ 
sonally, a hot communal tub with 
scented water (clouded with lavender 
to preserve the modesty of bathers), 
and food among the best anywhere. 

The Place 

The Happy Hippocampus is a low- 
ceilinged, carpeted place of many 
lamps and plants. Lounges (including 
the baths) surround the circular din¬ 
ing room. From the curving hallways 
that encircle the dining room ascend 
broad stairs to large rooms that fea¬ 
ture curtained, canopied beds. 

Guest chambers are suites, each 
having a bathing chamber (garde- 
robes therein magically flush them¬ 
selves clean with water!), a dressing 
room with a full-length glass, and a 
writing desk with parchment, ink, 
and quills. Oysters, pickled falcon 
eggs, and garlic-buttered biscuits—all 
accompanied by white wine—are 
available in every room. 

Thick walls keep rooms quiet. Win¬ 
dows are sealed and have multiple 
panes of glass to banish all drafts and 
minimize winter chill. 

The PnospecT 

The skilled, thoughtful human staff 
anticipates most guests’ needs (warmed 


towels and robes are set ready for 
patrons who bathe, for example), but 
can always be summoned by pulling 
one of the purple cords that hang on 
the walls of every room and passage in 
the inn. A rooftop garden provides fresh 
tomatoes and greens for salads, and 
gives guests a private place to sit amid 
greenery and relax. Far below, extensive 
cellars give safe storage to guests’ valu¬ 
ables, an impressive wine cellar, and 
large, defensible pantries. 

The PRovewde r 

The dining room at the Hippocampus 
serves the usual roasts and fowl dishes 
with flair, along with marvelous gravies 
and sauces. The soups are delightful, 
and I especially liked the appetizers 
known as hot bites. I managed to get the 
recipe for these open-faced sandwiches 
from one of the chefs (thank you, 
Alayss), and here it is: 


ss.’Jgf' 


Hot B'itet 

Take itLce* of. etutt 
(-ikzLe ui-itt Ac], AOak Oh. 

■ uLOte wOhe, a/hA clLLchv to 
Aaaj.. SpioaA wOtL Lot 

thuitaiA, ikiceA oLeote <uhA 
OhAoh. (ca. Letter, Leektj, 

tkeh- ApAkhktt w itL tLo * 
fOhfeoiAAf m wOtL ka. aaA,, 
pcppM,, ah-A wLOte (tiwi 

ahA put Oh. ikitlot Cvoa. 

r LcoaAL uhtiL tLc okotAe. 
AhetX*. EoCt Lot. 




198 




The Prices 

Rooms are 16 gp a head per night, and 
stabling is 2 gp extra. Eveningfeast 
(including all drinks) costs 2 gp. All 
other meals are free with a room, but 
drinks cost extra. Liqueurs run 4 or 
more gp per bottle. Ales are 1 sp per 
tankard, and wines are 3 gp to 75 gp 
per bottle (most are 4 gp to 7 gp). 

TriAveLeizs’ lone 

The Hippocampus was briefly home to 
the Proud Pegasi adventuring band. Led 
by a female mage of spirit, beauty, and 
quick wits (Bellara “Starcloak” Arune, a 
merchant’s daughter from Amn), the 
Pegasi went from success to success, 
finding a string of fallen mage towers 
and Netherese ruins. Some say tanar’ri 
aided their searches, others that Bellara 


devised a spell that let her read the 
brains of Netherese lich-mages, holding 
them in thrall from afar. Whatever the 
truth, the Pegasi found a lot of treasure. 

When agents of the Zhentarim stole 
from them, Bellara mounted a return 
raid on Darkhold. Gathered Zhentarim 
mages destroyed the band with mighty 
spells. Through a contingency, the spirit 
of Bellara fled into a life-size gemmed 
statue supposedly hidden in the Hip¬ 
pocampus. 

Some say that the statue was formed 
in Bellara’s image, and others contend 
that it was of a rearing pegasi. Since no 
one has ever found a statue of either kind 
here, adventurers who stay at the inn still 
hope to find the statue, resurrect Bellara, 
and claim as their reward a portion of 
the treasure that the Zhents didn’t get 


1 99 








H1uTb uaR 

This walled town on the Dusk Road 
lies in the shadow of Darkhold and is 
less a trading town than a fortress 
against the Zhentarim. 12 The town’s 
mayor, magistrate, and military ruler 
is Maurandyr High Ward (priest) of 
the House of the Guardian, the local 
temple of Helm. 

Hluthvar was a local warrior-hero. 
The town that preserves his name now 
stands as the front-line wall against 
armies that would otherwise sweep 
down from Darkhold unchecked to 
raid at will up and down the Vale. In 
this vigilant stance, Maurandyr is 
financially supported by the Harpers, 
the Lords’ Alliance, and other rulers 
and places in the Vale. 

This does not make Hluthvar a wel¬ 
coming place to visit. Built of stone 
and slate to retard fires, it can muster 
a militia of over 70 well-trained and 
equipped warriors—one from nearly 
every family in town. Groups of them 
clad in plate mail can be seen practic¬ 
ing with swords and crossbows every 
day under the watchful eyes of priests. 

The temple also hires adventurers 
by the month at 100 gp per each to 
ride wide patrols around the town to 
keep watch on patrol groups and 
raiders out of Darkhold. “Put the dark 
ones to the sword whenever you can” 
is their standing order. 

Hluthvar is built like a giant wheel, 
with its streets as the spokes and the 
rim and a large open market as the 
central hub. The north—south “spoke” 
of the wheel is missing. On the north 


side of the market stands the House 
of the Guardian (with a large 
buy/sell/trade livery stable and the 
militia armory north of it), and on the 
south side stands a wagonwain’s shop 
and the sole inn in town, the Watchful 
Eye. The temple maintains a stable of 
milk cows and a chicken house (both 
easily located by the smell). The 
priests—who always go armed— 
stride about like sword captains, giv¬ 
ing orders as if the town were at war. 

Rental space warehouses ring and 
flank these important buildings. The 
rest of the town consists of seven cov¬ 
ered wells, a few shops, and homes. 
The wells are set up as small, defensi¬ 
ble keeps topped by onagers that can 
hurl stones at attackers outside the 
city walls. Every roof and every cellar 
is planted for growing mushrooms or 
root crops. To discourage drunken¬ 
ness, there’s no tavern, and visitors to 
town who stray from the inn or local 
market are viewed as little better than 
spies. 

Most folk in Hluthvar work deep in 
their cellars, delving ever deeper in 
search of gold, which is plentiful in 
the rock hereabouts, and perhaps 
Netherese or other ruins below. 

Some 30 winters ago, someone did 
break through into an old dwarven 
hold, and it’s now provisioned as a 
safehold for the townsfolk to retreat 
to if Hluthvar is overrun. 

The folk of Hluthvar have lived with 
fear of the Zhentarim for a long time, 
but right now they’re wrestling with a 
new fear. Their revered leader, Mau¬ 
randyr, may be going mad. Several 


12 Hluthavar’s location can be seen on the map in the entry on Asbravn, earlier in this chapter. 


200 




times recently he’s fainted or spoken 
and acted strangely. Some say these 
incidents are the result of the strain of 
command. Others whisper they are 
signs of the displeasure of Helm or— 
and this is the dark opinion of most— 
caused by some sort of magical assault 
from the evil Zhentarim wizards. 

I recommend travelers avoid 
Hluthvar except as a secure place to 
stay a single night on the road before 
moving on. The temple rents stark 
and simply furnished rooms at 10 gp 
a head to those who don’t want to 
stay at the inn. Sights are few, joy even 
rarer, and prospects for trade slim. 
Hluthvar needs more of everything, 
and has little to give in return. Life 
here is as good an argument for 
destroying the Zhentarim as anything 
I’ve seen or heard anywhere in the 
Coast lands. 

Places of InjTcrcsT 

)nj HluThvdn 

Temples 

The House of the Guardian 

This temple to Helm resembles a keep. 
It has its own moat and spiked iron 
fence—which can be electrified by 
spells in the event of attack, I’m told— 
along with ballistae and armories 
inside. The uppermost chamber is a 
stark chancel, the altar being an 
upright sword, the unblinking eye of 
Helm glowing on its pommel. 

Over 20 warrior-priests dwell here, 
working ceaselessly by spell and train¬ 
ing in arms to strengthen Hluthvar as 
“the wall against the darkness.” They are 
grim folk, always alert for spies, weak¬ 


nesses, and ways in which they can deal 
harm to the forces of Darkhold. 

Shops 

Trist’s Saddles and Stables 

Mounts and Tack 

$ $ I I 

% « % % 

& & & & 

Irythimm Trist is a sharp-nosed, 
watchful man who drives a hard bar¬ 
gain but avoids all deceit. If you buy a 
mount or pack animal from him, 
you’ll get exactly as good a beast as he 
says you will—all-in-all, a rare and 
precious thing. 

Veloth’s Fine Wagons and Repairs 

Wagons, Wheels, and Repairs 


& & & & a 

Uln Veloth is a man of exaggeration, 
histrionics, and hand-wringing. He can 
never do what you want in the scant 
time you give him—but always does. 

His skilled craftspeople grin at his wail¬ 
ing a lot and calmly turn out top-quality 
wagons, wheels, axles, and overnight 
repairs. Fees are stiff, and payable up 
front, but the work is sturdy. 

Inn 

The Watchful Eye 

| | i 

%% % 

The Watchful Eye is a cheerless place 
that serves stolid food and watered- 
down beer. It has shutters and a roof 
and not much else. Its one virtue is that 
it’s quiet—almost too quiet, like the 
calm before a vicious storm. Still, you 
can definitely fall asleep easily here if 
the hard beds don’t keep you awake. 


201 



lR)aeboR 

This city is sometimes called the 
Overland City because it’s the east¬ 
ernmost outpost of the Vale and car¬ 
ries caravan trade on the Dusk Road 
over the rapids and cataracts of the 
upper Chionthar, linking up with the 
Trader’s Road that runs east to the 
Sea of Fallen Stars. Barges cannot get 
any farther upriver than the lower 
docks of Iriaebor. 

Built atop a defensible ridge long 
ago, Iriaebor today is a cramped city 
of many tall, crumbling towers lean¬ 
ing on each other or standing close 
together, joined by bridges and 
bristling with balconies, so that most 
of the narrow, winding streets are left 
permanently in shadow. 13 This has 
earned Iriaebor the name of City of a 
Thousand Spires. The stables, stock- 
yards, caravan paddocks, ware¬ 
houses, and the like sprawl across the 
farmland around the ridge. Aside 
from an open market where the Dusk 
Road enters the city, there are no 
open spaces left within the walls. 

Travelers are advised to beware the 
constant, many-layered, often violent 
intrigues between the many mer¬ 
chant houses, families, and cabals of 
the city. Iriaebor is like Waterdeep 
gone mad when it comes to merchant 
manipulations, chicanery, and 
maneuvering. 

Zhentarim machinations achieved 
the brief but iron-hard rule of the 
Zhentarim sorceress Lord Ravendas 
over the city. She attempted to 
unearth some sort of dangerous 


Shadowking and his shadow magic 
from beneath the city. Since that time, 
the Harpers of Berdusk have kept a 
close watch on Iriaebor. 

The city is presently ruled by Bron. 
He was the peoples’ choice for his 
principles of fairness above all. He 
serves as the city’s judge, and he 
appoints and dismisses members of a 
40-person advisory council. Aided 
behind the scenes in one way by the 
Harpers—and in another by the head 
of the current local thieves’ guild, 
Cormik—the Lord of Iriaebor man¬ 
ages to keep this city of bitter mer¬ 
chant rivals from erupting in 
bloodshed from one wall to another. 

Visitors are advised to beware all 
the rivalries. Even experienced traders 
are regularly fleeced, though the dark 
days of throat-slitting and all-your- 
goods Zhentarim confiscations are 
gone—at least for now. Bron sacrificed 
his own position and most of the 
money of the temple to Eldath he 
headed at the time to buy mercenaries 
enough to slaughter the private armies 
that rival merchants were hurling at 
each other. The hatreds that fueled the 
open warfare then still simmer behind 
closed faces today, awaiting any 
chance to come boiling bloodily out. 

Iriaebor’s location and strong army 
make it a base or destination sought 
by many. (The army, the Shield, is 
8,000 warriors strong.) For those who 
must deal in this den of commerce, I 
can provide only an overview of 
prominent places. Shops, companies, 
and fashion-favored places change 
with every tenday. 


13 A map of Iriaebor can be found in Forgotten Realms Adventures hardbound. 


202 



LaKJ&maRks 

The ridge on which old Iriaebor was 
built runs parallel to the river and 
divides the city into three parts. The 
most southerly of these is the narrow 
strip of land between the river and the 
ridge, crowded with warehouses, 
docks, boatbuilding slips, muddy 
wagon trails, and heaps of garbage, 
which is called the Docks. Next is the 
ridge itself, called the Old City, its rocky 
slopes crowned with the forest of stone 
towers inhabited by the most success¬ 
ful (most ruthless, many folk would 
say) merchants. Most of the important 
buildings in Iriaebor can be found 
here. The northernmost and largest 
district of Iriaebor is composed of the 
flatlands that have been enclosed by 
the city wall. They are known as the 
Lower City. Here can be found the 
shops and houses of the common folk 
and laborers, the open market, stables, 
tanneries, slaughterhouses and other 
noisome industries, and two fenced 
merchant coster waybases: a major 
base of the Thousandheads Trading 
Coster and a smaller center of the 
Dragoneye Dealing Coster. The city 
exports many fine horses from the sur¬ 
rounding farmlands of the Vale, kegs 
and barges, and a lot of fairly bad beer. 

Iriaebor is home to three important 
temples: Silent Hall, dedicated to Eldath 
(once Bran’s charge); the Golden Bowl 
of the Goddess, a temple of Chauntea; 
and the High Altar of the Moon (called 
simply the Moontower by citizens), a 
center of worship to Selune. A fourth 
temple, the Tower of Gold, venerated 
Waukeen until the Time of Troubles, 
but now stands empty and looted. 


Priests of Lliira have petitioned the city 
for permission to found a temple within 
the walls of the former Tower of Gold, 
but many powerful merchants covet the 
site, which commands the road south 
across the bridge and out of the city. 

The matter is presently before the coun¬ 
cil, halted by wrangling that promises to 
go on for years. 

As I mentioned, the shops of Iriae¬ 
bor change with bewildering rapidity. 
Two deserve mention for their 
unusual wares: Give Me Wings to Fly, 
which deals in aerial mounts of vari¬ 
ous sorts, and the Well-Dressed Wiz¬ 
ard, where mages can buy the latest, 
greatest cloaks, robes, hats, and staves. 

Like the city’s shops, its inns and tav¬ 
erns change with each passing month. 
This is especially true for taverns, as one 
needs no special tavern license to run 
one. The city taxes are paid on the origi¬ 
nal purchase of beer and spirits. The 
council doesn’t care who sells the alco¬ 
holic drink to thirsty throats after that. 

The few fixtures among inns are all in 
the old city atop the ridge (or Tor, as 
locals call the ridge): the Wandering 
Wyvern, a homelike place that welcomes 
a regular clientele and doesn’t turn away 
adventurers; the Black Boar, a luxurious 
but poorly run place that relies on its 
exalted reputation; and the Sign of the 
Dreaming Dragon, a three-story inn 
with its own walled garden that is run by 
halflings. The Dreaming Dragon is 
rumored to have been home to a pow¬ 
erful adventurers’ band in the past. 
Many adventurers don’t like the expense 
or the tense atmosphere of the city, and 
stay an hour’s ride north of the city at 
the Old Talking Ox on the Dusk Road. 


203 




Places of InjTcrcsT 
)nj lR)aeboR 
Temples 

Silent Hall 

Perched in splendid isolation at the 
eastern end of the ridge on which the 
Old City stands, this walled citadel to 
Eldath takes the shape of a hollow 
hexagon with a side wing. It encloses 
a nicely maturing wooded grove dedi¬ 
cated to the goddess. The entry hall of 
the temple is a moss-and-fern bower 
built around a pool. 

Peacewoman Luaqqa Absalrassin 
(Bran’s successor) deliberately keeps 
the clergy few in number and the 
temple a serene retreat for solitary 
worship. Visitors are welcome, and 


given a place to rest, but are then left 
entirely to themselves. 

The Golden Bowl of the Goddess 

The Garden Temple of Iriaebor 
stands atop the highest point of the 
Tor, overtopped only by the taller 
spires of the High Tower of Iriaebor 
(Bran’s abode and home of the coun¬ 
cil). Here almost 50 priests are based. 
They spend much of their time out 
in the surrounding farms, working 
the farms of the faithful. High Wor- 
shipmistress Nalva Imthree, a tiny 
woman dedicated to growing things, 
has turned her back on the world 
almost entirely. All she does for folk 
in the city is give out flowers in the 
depths of winter—blooms grown 


HOAr 







despite the winter storms in the 
unroofed, magically heated upper¬ 
most floor of the temple. 

The High Altar of the Moon 

Just east of the High Tower of Iriae- 
bor stands the round Moontower, a 
silver-and-black structure where 
High Moonmaiden Astyaril Hulemene 
leads faithful in eerie moonlit rituals. 
A friend to Harpers, Astyaril adds the 
only touch of romance and mystery to 
the lives of most Iriaebens. For that 
reason alone, services here are 
always attended. 

Shops 

Give Me Wings to Fly 

Flying Mounts 


This shop stands at the westernmost 
end of the Tor, and looks like a tiny 
keep bristling with domes of metal 
mesh. The domes are actually pens 
keeping the various aerial mounts for 
sale in the shop. Run by a mysterious 
group of wizards that is thought by 
some to be a semiretired adventuring 
band, this shop typically has—chained 
and well separated to keep them from 
fighting—a pair of griffons, four hip- 
pogriffs, a Pegasus, and perhaps an 
aerial steed or more exotic beast or 


two for sale at any given time. Be pre¬ 
pared to spend 35,000 gp and up. 

Hard bargainers can get mounts for as 
little as 20,000 gp in winter, when feed 
costs are high. This shop carries very 
powerful wards. 


The Well-Dressed Wizard 

Splendid Mage Robes and Staves 


* % % - % % 

&<?&&& 

This shop stands just east of the 
Moontower—a tall, crumbling, once- 
grand old house that gives no hint of 
what’s within except for the floating, 
glowing illusion of a wizard’s staff and 
cloak that hovers endlessly above the 
double entry doors. Inside is a black- 
carpeted, mightily warded (against 
meteor swarms, I’m told! 14 ) and 
exclusive shop where discerning 
mages with thousands of gold pieces 
to waste can buy grandly styled 
cloaks, robes, soft boots or long, 
pointed shoes, hats of all descrip¬ 
tions, and knobbed, gem-adorned, 
carved staves of fantastic appear¬ 
ance but no magical powers at all. 
Some visiting nobles come here to 
buy clothes grander than they can 
get anywhere else. 

Tailoring is done while you wait. 

It typically costs 1,000 gp on top of 
the price of the garment, but runs a 
mere 900 gp for hats and pairs of 
shoes to over 40,000 gp for the 
largest, gaudiest staves. 

Be warned that the proprietor 
seems to be a powerful mage 
himself, 15 and he’s assisted by some 
unseen but quite strong flying crea¬ 
tures. Some garments (the “used 
ones,” as the proprietor puts it deli¬ 
cately) may bear enchantments, but 
most await your own spells. They are 
of the finest handiwork, with doubled 
and even trebled seams. You can buy 


14 Elminster said merely, “Tis the truth.” 

15 Elminster said: “He’s a lich, actually. The flying help? Don’t ask.” 


20 5 




here quite confident that you’ll be the 
only one in your town to have such 
fine magisterial mage robes—at least, 
until the nearest thief sees you. 

Inns 

The Black Boar 

I I I I I 
% % % % % 

This large, twin-towered inn stands 
southwest of the High Tower where 
the road up from the Docks splits into 
two roads to encircle the Tower. It’s a 
location many haughty merchants 
would kill for—and several have tried. 

As a result, the owner, who keeps 
his name from the general public, 
spends all his time in plotting and 
dealing. His inn is furnished in 
exquisite luxury, but both the rooms 


and the meals are tiny, and the 
service is slow because the inn is 
understaffed. Thanks to snobbery, 
however, the Boar is full by the time 
every night falls. 

The Sign of the Dreaming Dragon 

%%% in 

%%% Bi 

This delightful inn has its own walled 
garden, a high-ceilinged taproom 
with balconies, and great food. It’s 
run by the halfling couple Jolle and 
Estel, and it is one of Iriaebor’s 
hidden treasures. Estel is a healing 
priestess of Eldath and retired 
adventuress, and was once a member 
of the Fellowship of the Dreaming 
Dragon. The establishment is very 
highly recommended. 


206 








The OVb TaLktwg Oy 

Inn/Tavern 



In the days when merchant-hired 
armies clashed openly in the streets 
of Iriaebor night and day and armed 
people were attacked by anyone who 
didn’t know them as an ally, adven¬ 
turers felt hardly welcome in the City 
of a Thousand Spires. Many chose to 
keep their weapons, which had to be 
surrendered at the city gates—often 
to be returned only upon payment of 
stiff bribes—and sleep outside the city 
walls at a small wood lot and spring 
known as Northing. 

Predictably, a greedy merchant cut 
down the trees and put up a rickety 
inn on the spot so as to charge these 
escaped customers. Outraged arriv¬ 
ing warriors slew him—and one of 
them, an old, grotesquely fat merce¬ 
nary captain, Olliber of Athkatla, 
known as the Old Ox to his followers, 
announced his intention to retire and 
run the inn as a welcome haven for 
veteran fighters. 

This met with general approval, and 
a surprising number of his company 
retired with him. Under their care, the 
inn was rebuilt into a rustic, but com¬ 
plete, stable and inn complex. Two 
axe-wielding half-ore sisters from the 
mountains north of Sundabar took 
over the kitchens—and disgruntled 
diners learned not to complain unless 
they were good at dodging hurled 
axes! A visiting sorceress took pity on 
the two and taught them some tricks 
of seasoning. On her next trip, she 
showed them how to make some 


sauces, and so on. The three became 
firm friends, and the quality of the 
inn’s fare became known to merce¬ 
naries and traveling merchants 
throughout the Coast lands. The sor¬ 
ceress, Helmeera of Secomber, disap¬ 
peared some years ago, and the 
half-ore sisters went looking for her— 
but the grizzled old servers (fighters 
who’d lost hands, arms, eyes, and the 
like during their fighting careers) had 
learned enough through watching and 
tasting by then to take over. 

Olliber died some years back. The 
inn is now run by a council of 12 war¬ 
riors, half of whom run it (hiring 
another dozen helphands) and half of 
whom are absent sponsors. It has 
become a favorite stop for travelers of 
all sorts on the road to Iriaebor. Some 
folk even go to the city to do business 
and then leave each night to sleep here. 

The Place 

Newly planted trees encircle a fenced 
horse paddock and barnlike stables 
located west off the Dusk Road about an 
hour’s ride north of Iriaebor’s Lower 
City Gate. In front of the stables is a 
muddy saddling yard and in front of that, 
facing the road, a long, zigzag two-story 
log building with a central taproom and 
rows of guest rooms. The taproom’s 
door is the one with the lantern over it. 
The kitchen is behind the taproom—and 
both places are usually roaring with 
noise and activity at all hours. 

Guest rooms are simple but warm 
thanks to canopies around the beds, 
thick tapestries, and stone tables in 
each room on which bricks heated by 
the huge hearth are placed. The guest 


207 



rooms have doors that bolt and can be 
barred securely. 

The PtiospecX 

The Old Talking Ox is a rough, rowdy 
place where warriors roar out oaths, 
jests, and songs as they merrily play 
pranks and tell tales on each other. It’s 
their safehold to relax in. No steel is to 
be drawn inside the walls upon pain of 
being barred from the inn forever, or, 
if your victim has friends present, 
upon pain of swift death after they’ve 
hurled you out into the mud outside. 

Guests who need a good sleep often 
leave their rooms in despair to seek the 
stable hayloft when the partying ranges 
up and down the corridors on run¬ 
ning, heavy-booted feet. The staff mem¬ 
bers are vigilant night and day to 
prevent robbery and violence. 

The PnovesideK 

The food is simple but marvelous— 
all the fat-fried, filling dishes warriors 
like but so often can’t get, smothered 



in sauces and gravies. Berry jellies 
and jams are on every table, along 
with hardbiscuits and dark molasses 
nutbread. You won’t leave thinner. 

The Prices 

Rooms are 8 gp per night. A room 
sleeps two, with no extra cots available. 
You don’t have to share unless you 
want to. This price includes all sta¬ 
bling, food, and drink—though only 
simple ales, wines, and zzar are avail¬ 
able. “Nothing too good passes our gul¬ 
lets,” as one regular patron put it. 

TrzAveLens’ Lone 

The man for whom the Old Ox is 
named is buried out back among the 
trees. It’s said that his voice can be 
heard coming up from under the stone 
on certain moonless nights, confessing 
all his sins—and telling those who ask 
where all his treasure is hidden. One 
half-elven woman is said to have tire¬ 
lessly followed up on Olliber’s instruc¬ 
tions and returned home very rich. 

One not-yet-found treasure is said to 
be hidden in the inn: a finger ring that 
contains a captive faerie dragon. It can 
only be freed if it is “slain” six times in 
service to a wearer of the ring. Three 
lives have been spent already, so it is 
eager to die serving someone in a tight 
spot The ring emits a body animated by 
its spirit, not the dragon itself—its true 
body, the tale goes, is the ring. The coun¬ 
cil has requested that guests stop tearing 
the inn apart trying to find the ring, 
which eludes magic-detecting spells. 
They’d also like all readers to know it’s 
not inside the helmed horror that 
guards the wine cellar! 


H 08 




The 

Wa.NJ<3eR)N)g WyveRio 

/« n/Tavern 

itmmmm 

This inexpensive home away from 
home is beloved by its many regulars. 

It stands four doors down from the 
haughty and expensive Black Boar, and 
like that high-class inn, it is full by the 
time most nights fall. However, the 
Wyvern looks like an old tumble-down 
house—and has been joined to three 
others, so it’s now more than twice as 
large as the more exclusive Boar. 

The two inns could not be more dif¬ 
ferent. Unlike the luxurious decor and 
pomp of the Boar, the Wyvern is 
shabby and comfortable, furnished 


with mismatched furniture, and 
adorned with assorted paintings and 
knickknacks (some might well use the 
term “junk”) donated by guests. The 
kitchens turn out good, home-cooked 
food (lots of stews, soups, and onion- 
and-egg omelets)—and guests help 
themselves. Most wander about the inn 
while dining, stopping at window seats 
or in the lounge or taking the food to 
their rooms. All drinks are served at 
the bar by the proprietor, Shalangul 
Adept (2 sp per talltankard for ale and 1 
sp per large goblet for wine). Shalangul 
would like readers to know that he’s 
not any sort of adept. It’s just his name. 

This is one of the few inns in Iriae- 
bor that welcomes adventurers and 
travelers without questions, suspi¬ 
cion, sneering behavior, and 



a 09 






increased pricing. As a result, value- 
loving merchants, pilgrims, wander¬ 
ing folk, and adventurers both young 
and bold and old and retired gladly 
come here. Some of these graybeards 
are skilled warriors indeed, and their 
presence keeps thefts and rowdiness 
to a minimum. 

The Place 

Wood-paneled, dimly lit, and crowded 
with randomly laid old, stained rugs, 
the Wyvern looks like a down-at-heel 
home. No two rooms share matching 
furniture. To keep chances of fire to a 
minimum, no smoking is allowed, 
and the place is lit (badly) by a score 
of wandering driftglobes. 

The PnospccT 

This inn is the best place to relax I’ve 
yet found as a traveler, because you 
can treat it like your own home. The 
easygoing atmosphere makes it possi¬ 
ble to keep to yourself or to sit and 
talk for hours, so it’s a great place to 



hear tales of adventure without an 
inebriated storyteller or drunken 
hecklers. Many young adventurers 
come here deliberately to get tips or 
leads to unfound treasures from 
elder colleagues. 

The Pnovetoderi 

The few but cheerful staff members 
of the Wyvern spend most of their 
time baking bread, growing mush¬ 
rooms in the cellar, and cooking. 

They make nicely spiced soups and 
stews, adequate roasts, nice leek-fla- 
vored and chive-flavored biscuits in a 
melted cheese batter, and onion- 
dominated omelets in which leftover 
meat scraps always appear. Some 
guests hack at the roast meat when 
it’s still red-raw, so those who like 
things well done are apt to find them¬ 
selves with what butchers call chop 
scraps. Meals are serve-yourself 
informal—but can be had at any time. 

The Prices 

Rooms cost a flat 5 gp a head per night, 
all meals included, along with stabling, 
if needed. As I said, drinks are extra. 

TizAvetcKs’ Lone 

The Wyvern has its share of hidden 
treasure tales. Coffers of black pearls 
and brass buckets full of gems were 
found above false ceilings in closets 
off the pantiy, and one hall has a 
secret passage branching off it that 
leads down into a disused Beast Cult 
temple. Monster skeletons still 
shamble about in its dusty depths, but 
inn guests think they’ve found all the 
treasure. 


210 




A pp&xidix 1 * 

Folk of The 
Suiokd LOdSf 


ith Elminster’s aid, we 
present a best-guesses 
list of probable classes, 
levels, and alignments of 
some folk Volo mentions 
in this guide. Adventurers be warned: 
Much herein may be wrong! 

This list is alphabetical by first 
name because many folk in Faerun 
lack surnames. Dukes, nobles, pow¬ 
erful mages, and other folk not likely 
to be met by the average traveler 
aren’t here—unless they are a special 
threat or are of great daily impor¬ 
tance to the side of a community a 
visitor sees. Only ability scores of 16 
or greater are listed, and standard 
character statistic abbreviations for 
the Forgotten Realms campaign set¬ 
ting are used. 


Honored Mother Alliya Macanester (LG 

half-f P12 of Sheela Peryroyl; Int 17, Wis 20, 

Cha 16). Matriarch of the temple of Sheela in 
Corm Orp, Alliya is revered by halflings and 
widely respected by others in the Sunset Vale. 
She knows the local weather and ways of 
nature better than almost any other living 
thing and can tell exactly where, when, and 
how to plant or nurture for best results. Her 
touch is said to give life to withered plants, and 
she’s rumored to be able to tell by looking at it 
if a seed will germinate. 

A wise, diligent leader of the farmers of 
Corm Orp as well as the local halflings and her 
temple, she is the true ruler of Corm Orp. Its 


human lord obeys her in all things. Alliya is a 
fierce foe of the Zhentarim and will even deal 
with poisons, adventurers, and other violent 
things not in keeping with nature in order to 
eradicate the threat from Darkhold, which she 
calls the Devouring Shadow. 

High Scrivener Althune Dembrar, Loyal Eye 
of Deneir (NG hf P14 of Deneir; Int 17, Wis 18, 
Cha 17). This elderly, dignified lady is still 
serenely beautiful despite her many years. She 
is a renowned expert on symbols of all sorts, 
widely consulted by those who need to identify 
runes or writings in old, forgotten tongues. 

She runs the Inner Chamber temple in 
Berdusk and is a firm ally of the Harpers, who 
often act as her eyes and hands outside Twi¬ 
light Hall (which she never leaves), reporting 
on or bringing back runes or other symbols 
seen all across Faerun. 

Althune often has an owl perched on her 
shoulder. She loves to dance, and appears at 
most Harper revels in the Hall. 

"Lady" Alyth Elendara (CG hef R7; Int 17, 

Wis 17, Cha 16). Lady Alyth is graceful and 
courtly. Most folk think she is nobility of some 
sort. She owns and operates the Elfsong Tav¬ 
ern in Baldur’s Gate, where she makes a widely 
praised stew and keeps a bank for sailors who 
patronize her tavern. No one knows just where 
the moneys are hidden. She is able to call on 
sorcerous aid in a huriy, and most patrons of 
the Elfsong, who go armed, will leap to aid or 
defend her. 

Amaeraszantha (N amethyst she-dragon of 
great wyrm age). This wise, reclusive dragon 
may be the eldest of her race in Faerun. She is 
spends much of her time swimming or bask- 



111 



ing in a stagnant lake at the heart of ruined 
Haumoritas, an ancient human city now 
known as Tempus’ Tears. 

If she is in the water when groups of 
intruders approach, Amaeraszantha often 
remains motionless, playing dead. If she has 
time to do so unobserved, she rolls over on her 
back and extends her claws in crooked, stiff 
immobility to enhance the image. 

If a situation calls for it, she often shape- 
changes into a beautiful human female and 
dons a set of manacles she has magically 
arranged and altered so that she appears to be 
set out as a sacrifice “for the terrible dragon 
that lairs near here,” she will sobbingly explain. 
She can free herself instantly, however. In this 
way, she often learns a lot about the true 
natures and intent of intruders before any hos¬ 
tilities begin. 

Amaeraszantha has little use for treasure 
except gems, which she devours. She is wary 
and experienced in battle, and her purple 
scales have darkened almost to black. She is 



Amelior Amanitas 


sometimes mistaken for a black dragon. 
Acquiring knowledge and finding amusement 
in the thoughts, words, and deeds of the little 
creatures of Faerun are her pursuit and her 
delight. She will defend the dwarves and 
gnomes who dwell in the ruins around her, 
and the ruins themselves, fearlessly if need be. 
She will never hesitate to join battle if it seems 
best. 

The Great Wyrm of the Tears, as a bard 
bent on flattery once called her (she regards 
him—Mintiper Moonsilver, the Lonely 
Harpist—fondly), sees the fish in her lake as a 
precious food resource, to be harvested only 
sparingly. She also regards them as hers alone, 
and she will drive off, slay, or devour people 
who fish in her lake and don’t cease the 
moment she confronts them. 

When she’s hungry, Amaeraszantha waits 
for dark and then flies west to the Sword Coast 
to plunge into the waves and feed. In cold win¬ 
ter months, shell turn south and fly to the 
Shining Sea or wherever the water’s warm 
enough to her liking before diving down to 
plunge, jaws wide, through a school of fish—or 
even pluck a single whale out of the water to 
devour aloft. 

Beings who would slay, entrap, or rob 
dragons irritate her. She delights in slaughter¬ 
ing Dragon Cultists whenever they find her. 
Amaeraszantha values the Harpers and the 
Zhentarim alike as sources of amusement for 
her. Over the years, she has befriended some 
of the more conservative and kindly of the 
powerful spellcasters of Faerun, such as Alus- 
triel of Silverymoon, the Simbul, and the 
Witches of Rashemen. She has a soft spot for 
loners like herself, but despises the arrogance 
of many spellcasters, deeming them willful 
children not fit to so misuse such power. 

Amelior Amanitas (CG hm W17; Int 17, Cha 
16). The Sage of Secomber is a wandering 
master alchemist and busybody. Tall, chunky, 
gray-bearded and bespectacled, Amelior is a 
bumbling, notoriously absent-minded eccen¬ 
tric. He has only one good eye and wears a 
variety of handsome patches over the socket of 
the other—some silk, some tasseled, some 
vividly patterned, and one bearing his sigil. He 


111 





dresses as a common craftsperson and is a 
wencher and a poker-about-after-secrets. 

These character traits have made him unwel¬ 
come in many places, though not in Silveiy- 
moon, where he’s become a close friend of 
High Lady Alustriel. 

Amelior is straight in his dealings—though 
he may actually forget he’s hired someone— 
and rarely fights with spells, relying on his irri¬ 
table, sharp-tongued bodyguard Erek and the 
contents of the two flasks he always carries. 
Erek is a lawful neutral 4th-level fighter of 
mixed northern blood and sharp, ready 
swords. 

Amelior wears bracers of defense AC 3, and 
carries a gold flask and a copper one. When 
the gold one is opened, a nonnoble djinni 
named Hasan, utterly loyal to Amelior, 
emerges. Opening the copper flask lets out two 
ogres fanatically devoted to the sage. If slain, 
they rise as monster zombies to fight on. Ame¬ 
lior also owns several magical robes, a 
enchanted staff or two, and a large collection 
of potions. 

He dwells in a cavelike home that is rather 
like an extremely cluttered halfling delve- 
home. It is connected to a tiny, leaning stone 
tower and is located high up amid gardens on 
one of the hills in Secomber. His residence is 
home to several golems and a dozen brightly 
colored (red, green, fuchsia, flame orange, 
mint blue, sun yellow, and so on) cats. Amelior 
constantly hires adventurers to carry out odd 
tasks for him, sometimes overpaying them 
absent-mindedly. 

Abject Supplicant Asgar Tellendar (N hm 
P5 of Ilmater; Wis 17). Chief priest of the House 
of the Suffering God, the temple to Ilmater in 
the town of Asbravn, Asgar is a devout servant 
of the God on the Rack, but realizes his temple 
is in danger of closing for lack of local sup¬ 
port—if the Zhentarim don’t sweep over the 
town with spell and sword first, slaying all 
before them. Asgar has called on the Harpers 
of Berdusk to keep Asbravn free of Zhentarim 
agents and—he hates even to ask this—keep 
his own clergy pure. He called on them very 
reluctantly for he has always seen the Harpers 
as dangerous meddlers. 


Asgar has always relied on visions sent to 
him in dreams by Ilmater, but the Zhents seem 
to know this and to be meddling magically with 
what he “sees.” This defilement of his mind 
and the gods work has made the normally 
serene Asgar so angry he’d take up arms 
against any Zhentarim who offered him vio¬ 
lence. As it is, he’s entrusted the Harpers with 
his secrets, and he will heal or otherwise aid 
any Harper who comes to him in need. 

Aundegul Shawn (LN hm F5; Wis 16). Propri¬ 
etor of the Blade and Stars inn in Baldur’s 
Gate, Aundegul is a close-mouthed, unassum¬ 
ing man whose one delight is making ruby cor¬ 
dial. A retired adventurer, Aundegul knows of 
many shady deals and doings, but seldom 
speaks. He abandoned his career as an adven¬ 
turer in terror after seeing the results of a 
magical duel between two wizards who were 
master shapechangers—a duel that cost him 
most of his comrades. He has admitted a yuan- 
ti is imprisoned in the inn, and that his estab¬ 
lishment also holds other, darker secrets. 

Barim Stagwinter (ng hm F7; Str 17, Dex 17, 
Con 16, Int 16, Cha 16). This respected adven¬ 
turer uses Boareskyr Bridge as his base of 
operations, and his word is recognized there 
as law. Involved in several adventuring compa¬ 
nies over the years, he’s currently sponsoring 
several small bands of younger adventurers, 
directing them (separately) toward destroying 
or driving out the serpentfolk of the Serpent 
Hills. 

Barim is a good friend of Theskul Mirror- 
eye. Together, they keep Boareskyr Bridge safe 
for the law-abiding during the summer and 
battle back trolls, brigands, wolves, and worse 
during the long, hard winters. Theskul wants to 
establish a fortified abbey to Tyr at the Bridge. 
Barim is prepared to support him in this if the 
abbey will support him in becoming Baron of 
Boareskyr and raising a castle, so that a walled 
city can be built between castle and abbey to 
enclose the clutter of tents and wagons that is 
present-day Boareskyr Bridge. The main 
impediment to this grand plan is the poisoned 
Winding Water. The two friends are working on 
this. 


213 




Barim is known to own magical weapons 
and armor, but just what powers his gear has, 
he keeps mysterious. 

Belkin Orgul (LN hm Fll; Str 16, Dex 16, Con 
17, Wis 16). This fat, puffing old man is a 
shrewd judge of folk and a cynic who is always 
armed against attack, expecting the world to 
turn on him at any moment. He always wears a 
ring of the ram and a self-regenerating 
Netherese ring of spell storing containing the 
spells magic missile, ironguard, and chain light¬ 
ning. He has silver-plated daggers hidden in his 
boots and a short sword of quickness at his belt. 

Belkin owns and runs his own weapons 
shop in Hill’s Edge, and has more than a few 
other enchanted weapons at hand when he’s 
inside it. He’s going bald, but wears what’s left 
of his hair long, defiantly retaining the man¬ 
ners and pride of his warrior days. 


Bentley Mirrorshade (CG gm W(I)10/T10; 
Dex 17, Int 17). This industrious gnome illu- 



High Loremaster Bransuldyn Mirrortor 


sionist abandoned life as an adventurer to run 
the Friendly Arm inn in a keep he and adven¬ 
turer comrades seized and cleared of mon¬ 
sters some 20 seasons ago. A clever, pleasant, 
always alert, curly-haired innkeeper who has a 
habit of humming when deep in thought and 
of scratching his rather large nose when con¬ 
cerned, Bentley’s always a step ahead of trou¬ 
blemakers and misfortune. A veteran traveling 
Coast merchant called him “a master anticipa¬ 
tor.” Aided by his wife Gellana, he has made the 
Arm a safe, friendly, clean, well-defended spot, 
a “must” stop for overland travelers. 

There are persistent rumors that Bentley 
sponsors adventuring bands and is involved in 
half a dozen covert schemes or shady mer¬ 
chant cabals. He certainly never seems short of 
money. On several occasions he’s unhesitat¬ 
ingly hired mercenaries to bolster his defenses 
in the dead of winter or hired wizards to tele¬ 
port needed items from far-off cities in a hurry. 

High Loremaster Bransuldyn Mirrortor 
(N gm P9). This party-loving former adventurer 
is now master of the temple to Oghma in 
Berdusk. A gleeful master of disguises (of 
which he has a vast collection), Bransuldyn 
often goes out into the city or roams the Vale 
while disguised, gathering lore by listening. 
Some unkind folk have called what he does 
“shamelessly and energetically eavesdropping.” 
He often uses several spells he’s created that 
allow him to record what he hears and then 
transcribe from afar just what he wishes of the 
words into books laid out ready in his temple. 

Even if this jolly priest falls prey to a Zhen- 
tarim agent tomorrow, his recording spells will 
win him lasting fame across Faerun. There are 
persistent rumors that he’s still involved in 
adventuring and has discovered several ways 
down into the Underdark, where he keeps a 
sizable hoard of gems and valuable metal 
items hidden in a trapped spot that regularly 
claims the lives of overinquisitive drow and 
illithids. 

Buldath Andryn (LN hm W15; Dex 17, Int 18, 
Wis 16). This taciturn mage dwells in 
Scomubel, protected by a guardian wraith that 
is bound to an item he wears somewhere on 


214 






his person. He has a pseudodragon as a com¬ 
panion and uses his spells to earn himself a liv¬ 
ing and to probe the minds of those who serve 
him, anticipating their wants and treacheries 
so that he wins the firm loyalty of most, and 
eliminates others. He casts spells for hire, typi¬ 
cally at 1,000 gp per spell level, never leaving 
his abode to do so. 

Buldath uses his trusted, discreet agents to 
sell preserved monster components all over 
the Coast lands. He buys the remains of beasts 
from adventurers to gain his raw materials. He 
seems interested in the rare, strange, and dan¬ 
gerous living things of Faerun, but the rest of 
his aims remain mysterious. 

Chansrin Aluar (CG hf W9; Dex 17, Int 18, Cha 
16). A quick, sharp-tongued sorceress who’s 
always eager for adventure, Chansrin loves battle 
and often assists the watch in her home city of 
Scornubel, battling rogue mages and adventur¬ 
ers who’ve gotten out of hand. She’s slim, short, 
flame-haired, and has very large, dark eyes. She 
likes to bite people when angry or excited, gig¬ 
gles often in delight, and is given to impulsive 
action—such as leaping out of windows into 
nearby trees, swinging dangerously from bal¬ 
conies, or charging barehanded into affrays of 
armed men. She wears some sort of teleporta- 
tional magical item that can whisk her to safety, 
but having to use it makes her angry—shell 
often snatch up some magical items and wade 
right back into whatever danger she just 
escaped. 

Chansrin’s a generous friend, but she is eas¬ 
ily bored or distracted. She’s always happiest 
when she’s rushing off somewhere else, so long 
as the somewhere else is within Scornubel. 

Darthleene (CG hf W19; Dex 17, Int 18, Wis 
18, Con 16; now an archlich). Proprietress of 
the Dawn of Any Day shop in Berdusk, Darth¬ 
leene is an ally of the Harpers who aids adven¬ 
turers by selling them magical odds and ends. 
She was an adventurer herself, long ago, and 
still mourns the loss in battle of her true love, a 
handsome bard by the name of Tanalith Sorn- 
darr. She likes to hear tales of daring and to 
see the vigor and sport of young folk. 

Darthleene wears a robe of stars and a veil 


to conceal her decaying skin, though she isn’t 
as skeletal as most liches. She has the following 
powers: She can use spells as a 19th-level 
mage, including nine regenerating spells: 
chain lightning, delayed blast fireball, dispel 
magic, fly, identify, invisibility, teleport without 
error, tongues, and wall of force. These regen¬ 
erating spells return without study 1 day after 
use. Like all archliches, Darthleene is immune 
to poison, disease, and all turning and disrup¬ 
tion; all polymorph, energy draining, ability 
training, petrification, cold, electricity, 
enchantment/charm, insanity-related, death, 
and illusion magic; psionics; and spell-like nat¬ 
ural powers. She can’t be harmed by any phys¬ 
ical attacks launched by beings of less than 6 
Hit Dice or levels. 

Darthleene has a chill touch that deals Id 10 
points of damage plus causing paralysis lasting 
ld4+l turns to all touched victims who fail to 
save vs. paralyzation. She can also exude an 
aura of power at will that forces all beings of 
less than 5th level or 5 Hit Dice to flee in terror 
for 4d4 rounds. She can repel undead and ani¬ 
mate dead by touch and will, and seems to 
never forget anything—shoppers are often 
startled when she addresses them by name or 
continues a conversation begun with them at 
their last visit to the shop, years earlier. 

Darthleene suffers 1 hp of damage per level 
of the caster whenever she’s struck by raise 
dead or similar healing spells. She can employ 
any of the magical items in the shop to aid her¬ 
self in battle, triggering them by will from a 
distance. They include a concealed wand of 
magic missiles and a hidden staff of power. 

Dauravyn Redbeard (LG hm F5; Str 16, Int 
16, Wis 16). A stout, middle-aged former adven¬ 
turer, Dauravyn is now the keeper of the Way 
Inn. He is proud of his establishment and of 
the vigilance and training of his hired troops. 

He is a friend and ally of the Lords of Water- 
deep, and possesses some form of instanta¬ 
neous magical communication with Lord 
Piergeiron, whom he can call on for swift aid if 
evil forces show up from Dragonspear Castle 
or the High Moor. 

Dauravyn wears bracers of defense AC 2 
and wields a two-handed broad sword +2 said 


2.15 






to have some special magical properties, 
including conferring infravision on the wearer 
and some sort of flying or teleportational abil¬ 
ity. Dauravyn also wears a vampiric ring of 
regeneration attuned to him. No matter who 
wears it, he receives hit points equal to the 
damage it does. This was a gift to him by 
Velaethaunyl Shaethe, a grateful elven sorcer¬ 
ess of the Misty Forest whom Dauravyn res¬ 
cued—and, some say, loves deeply. 

The innkeeper is a pleasant man, a shrewd 
judge of folk, and a discreet keeper of many 
secrets. There is a rumor that he’s involved in 
some great, lifelong plan to recover the Uni¬ 
corn Blade for or with Velaethaunyl. It’s an 
ancient and very powerful elven artifact and 
could become the rallying point for a new 
elven realm centered on the Misty Forest, if 
Velaethaunyl’s dreams come to pass. 


Delfen "Yellowknife" Ondabarl (CN hm W8; 
Int 18, Cha 16). An affable mage who is bearded, 
short, and increasingly stout, Delfen is an ex¬ 


adventurer and onetime resident of Iriaebor 
retired to Daggerford to pursue a life of tutoring 
would-be mages. He is that rare thing: a willing, 
patient, unambitious teacher of magic who’s 
always taking on new apprentices and is easy 
about payment. (If times get tough, he can 
always cast a spell or two for hire.) As such, he is 
important in the Coast lands, and word of him 
has spread from far Icewind Dale to the north¬ 
ern border towns of Calimshan, 

Delfen is well liked by his apprentices and 
former students. They tend to think of him as 
more powerful than he really is because, 
wisely, Delfen doesn’t reveal much of his pow¬ 
ers or past. He is known to possess an exten¬ 
sive library of spellbooks, a dagger +2, a staff of 
power, a ring of regeneration, a ring of spell 
turning, bracers of defense AC 4, and a wand of 
fear. Many of the spellbooks were purchased 
from passing adventurers. He has devised 
some sort of spell that alerts his apprentices 
and the soldiers of Daggerford Castle if he is 
wounded or one of his magical items is taken 
from his person by force. 

Delfen enjoys a life of training and ease. He’s 
not at all interested in the dangers of resuming 
an adventuring career. He does love to listen to 
tales of the exploits of others, and will take from 
them hints about treasures not yet plundered 
to dispense as sage advice to others. 

Derval Ironeater (LN dm F6; Con 18, Wis 16). 
Highly regarded in Daggerford as a smith of 
high skill and a guildmaster, Derval Ironeater 
heads a large family smithing business, and his 
position on the Daggerford Council has earned 
him the affectionate nickname “Short Mask.” 
Part of the Ironeater clan is interested in reviv¬ 
ing the subterranean dwarven hold of Illefarn, 
which lies beneath a crag north of the Laugh¬ 
ing Hollow. To fund their continuing efforts, 
the Ironeater forges turn out an endless 
stream of high-quality hooks, clasps, hasps, 
hinges, buckles, shields, gauntlets, spikes, and 
tools. Derval is the close-mouthed, level¬ 
headed and tireless forge-hammer of the 
Ironeater clan. He did some adventuring in his 
youth, and owns a suit of plate mail +1, a battle 
axe +3, a hammer +3, dwarven thrower, and a 
ring of telekinesis. He can probably get his 


216 




hands on many more items of practical magic 
if necessary. 

High Dark Priestess Emana Gortho (NE hf 
P6 of Cyric; Wis 17, Cha 16). The coldly beautiful 
leader of the Fist of the Future temple in Hill’s 
Edge, Emana is a careful plotter who seeks to 
turn her city into a stronghold of evil. She’s 
building an army of rogues, fanatical wor¬ 
shipers of Cyric, and street thugs to this end, 
but is careful not to overextend herself with so 
many Harpers about and the rival local clergy of 
Lliira set against her. 

The citizens call her the Black Lady for the 
color of her robes—and, they say, her heart— 
and fear her. This fear is rightfully placed 
because her increasingly wild spell rituals now 
involve dark sacrifices. She is consumed by the 
desire to attract the notice and favor of Cyric, 
perhaps one day becoming his consort, and is 
eager to acquire new and more powerful spells 
to bring this about. The nearby Netherese ruins 
may hold what she seeks, so she tries to rob, cap¬ 
ture, or slay all who return from exploring them. 

Felogyr Sonshal (CN hm F6; Str 16, Int 16, 
Cha 16). The jovial, burly owner of Felogyr’s 
Fireworks is everyone’s friend. Behind the rol¬ 
licking facade of constant jokes and roaring 
gusts of laughter is a shrewd businessperson 
who’s been slowly shifting his trade from can¬ 
dles and lanterns to smoke powder and the 
like, as firearms and other glories of Gond 
become more common in Faerun. 

A trusted reseller for the realm of Lantan, 
Felogyr is the quiet source of many of the 
firearms available up and down the Sword 
Coast, and as such has grown very rich. His 
famous shop is located on Bindle Street in Bal- 
dur’s Gate. There one can buy three-hour 
torches whose flames will be of a certain hue 
(6 sp each), slowfuses (5 gp each; you cut them 
to the desired time), flares (10 gp each), signal 
beacon pots (20 gp each), enchanted festival 
fireworks that produce spectacular displays of 
aerial light (25 gp to 75 gp), and smoke powder 
(45 gp and upward, depending on supply and 
demand, per charge). 

Felogyr is prudent. He wants to avoid any 
large-scale strife that involves firearms and 


possible retaliation from mages or others 
angry at his making such things available. He 
carefully controls his stocks of arms, and if 
word reaches him of thieves’ guilds or mer¬ 
chant families (particularly the less scrupulous 
Calishite concerns) amassing large amounts by 
using go-betweens posing as separate interests, 
smoke powder and additional weapons simply 
become unavailable to that group for a time. 

Felogyr uses his wealth to buy up property 
in Baldur’s Gate and in other ports along the 
Sword Coast. He also lends money, both to 
shipbuilders and to adventurers, thieves’ 
guilds, and other shady or risky interests, using 
his control of firearms to curb the illicit deeds 
of these debtors. 

Fulbar Hardcheese (CN half-m Til; Dex 18, 
Con 18). Tavernmaster of the Happy Cow in 
Daggerford, Fulbar is an ex-adventurer who 
seems to want to forget his adventuring career. 
The owner of rings of chameleon power and 
feather falling, Fulbar also cherishes his magi¬ 
cal blade, Quietstrike, a short sword +3 of neu¬ 
tral alignment, Intelligence 13, and Ego 15, and 
the abilities of detecting shifting walls and 
rooms and detecting secret doors. 

One of the reasons Fulbar wants to keep so 
quiet about his deeds of daring is to avoid 
Zhentarim and Cult of the Dragon attention: 

He has most of a dragon’s hoard that he gained 
somewhere in the Backlands of the Sword 
Coast buried deep under his tavern, and so he 
never runs short of funds. When he needs 
some cash, he simply goes and digs up some. 

In this way, he’s been able to keep the Cow 
cheap and cheerful and to buy out most of the 
poorer farmers, letting them work their for¬ 
mer land as tenants. His son Dickon runs Ful- 
bar’s own prosperous dairy farm, which 
produces a lot of good cheese. 

Fulbar is also becoming a landlord of con¬ 
siderable holdings in both Neverwinter and 
Baldur’s Gate, though he’s at some pains to 
keep this as quiet as possible. He’s always good 
for a loan to his friends, and so can call on a lot 
of stalwart farmers and folk of Daggerford for 
swift aid if need be. Fulbar sees himself as a 
quiet power in the Coast lands, working 
behind the scenes. He would be shocked to 


117 





Gellana Mirrorsha.de 


learn just how close a watch the Lords’ 

Alliance, the Harpers, and, more recently, the 
Zhentarim, keep on him. 

Gellana Mirrorshade (NG gf P10; Wis 18). 
This quiet, observant priestess of Garl Glitter- 
gold runs the Temple of Wisdom in the walled 
inn community known as the Friendly Arm and 
helps her husband Bentley run the inn as a 
safe, secure place. Where Bentley is an expert 
at sniffing out the schemes of living folk and 
seeing ahead what they’ll need, try, and want, 
Gellana takes a longer view and is always look¬ 
ing ahead at the larger picture. She ordered 
and oversaw the digging of deeper wells for the 
inn’s water supply and the rigging of secondary 
pumps in case the main ones fail or are 
wrecked by ores. She also planned, and contin¬ 
ually expands, the inn gardens, adding win- 
dowboxes and rooftop beds to the ground 
plots, and making all garden locations produce 
food or herbs for the inn kitchens. 

Gellana welcomes humans to her worship 


services, and has made not a few converts. She 
has also become something of a folk hero 
among gnomes in western Faerun as “the quiet 
and true power behind a gnome who made it.” 
Gnome mothers often speak of her to their 
daughters as someone they should emulate if 
they’d like to share as large a slice of success as 
Gellana’s managed to carve out for herself. 

Guldin Gallowgar (NG hm F14; Str17, Dex 
17, Con 17, Wis 16, Cha 16). Proprietor of the 
inn that bears his name in Elturel, this jovial, 
always-alert retired adventurer strides through 
life like some sort of patient and amused hawk, 
sponsoring adventurers and watching how 
they do. His advice as to where to find just 
about anyone or anything in the Realms is free. 
His sponsorship costs 10% of all treasure won, 
but allows adventurers potions of healing when 
necessary. Guldin eventually expects the value 
of the potion back in additional treasure. 

Guldin is a very wealthy man, but almost 
everything is invested in Amn, Cormyr, the 
Sunset Vale, and various caravan companies 
that link the three areas. He also has a lot of 
magical items, but the only ones that have 
been definitely identified are those he always 
wears: a ring of protection +.1, a ring of spell 
turning, and a pair of winged boots (speed 15, 

MC A). 

Halbazzer Drin (LN hm W18; Int 18, Wis 18). 
Halbazzer is a balding, white-haired, gruff old 
man, now frail of health and stooped. He 
dwells in a modest, shuttered stone tower on 
Stormshore Street in Baldur’s Gate, guarded by 
golems and ornamental wall displays of 
weapons that can animate to fight for him. The 
tower has a tiny shopfront that bears the sign¬ 
board Sorcerous Sundries. Inside you’ll find a 
waiting room with a comfortable chair, a table, 
and a bell. It summons Halbazzer, who sells 
potions of healing and casts spells for fees—if 
he’s in the mood. 

Halbazzer is very rich, and he invests 
behind the scenes in many Baldurian ventures. 
His usefulness has led the ruling Grand Dukes 
to place a discreet watch over his premises to 
aid him against thieves and unscrupulous 
interests from Amn, Calimshan, and elsewhere 






who want to divest him of the secrets that have 
made his fortune: the spells of Halbazzer’s 
devising that banish mildew and moisture. He 
refuses to sell these spells as scrolls or tutor 
others in their casting. 

Halbazzer is also an expert in the use of the 
mending spell and is a familiar fixer of household 
items in Baldur’s Gate. He has been known, when 
attacked, to hurl a mean meteor swarm, too! 

Ithtyl Calantryn (CN hf W12: Dex 17, Con 17, 
Int 18). One of three serving wenches at the 
Three Old Kegs inn in Baldur’s Gate (all of 
whom were once huntresses in Tethyrl, Ithtyl is 
a sorceress skilled in the use of levitation spells 
and shielding-type spells. She’s training her fel¬ 
low servers, Katheera and Nathbaera, in magic, 
but as yet they are still bumbling apprentices. 

Ithtyl is devoted to her employer, Nantrin 
Bellowglyn. She always has spells ready to 
defend herself, her employer, or the inn. She 
may also wear a ring of the ram— or has 
devised spells that duplicate its violent ram¬ 
ming action. She’s calm and quick in a fight. 

Janthool (CN hm Til; Str 16, Dex 17, Con 16, 

Int 16, Cha 16). This dark-eyed, curly bearded 
merchant from Athkatla lives to make coins mul¬ 
tiply—and is very good at it. He tirelessly travels 
Faerun bartering goods, taking advantage of sea¬ 
sonal shortages to make huge profits whenever 
possible. Chance recently made Janthool very 
rich through found treasure in Soubar, but he’s 
also steadily gained wealth over the years 
through shrewd bartering and careful, covert 
investments. He views Aurora’s network of cata¬ 
log stores as dangerous competition, and he 
tries to arrange ore and drunken brigand 
attacks on her outlets whenever possible. He 
once arranged a stampede of bulls through a 
Waterdeep outlet—and had to flee the city 
hastily when evidence was given against him. 

Janthool is known to carry huge arsenals of 
hidden weapons and equipment, such as grap¬ 
nels on long, coiled-wire lines, on his person. 
These weapons have allowed him to fight his 
way free of several nasty scrapes. He’s cool and 
deadly in a fight, and wields a short sword of 
quickness. He’s also known to wear a ring of 
spell turning. 


JOYBRINGER JHANADRA CASELDOWN (CG hf P7 
of Lliira; Dex 16, Int 17, Wis 18, Cha 16). High 
priestess of the Cry of Joy temple in Hill’s Edge, 
the Joybringer is young and enthusiastic. She 
works with local Harpers to keep her city from 
falling under the sway of the Cyricists and the 
Zhentarim, and is known for her acrobatic 
dancing and high, clear singing voice. 

Since joining the clergy, she hasn’t used her 
first name, and few folk know it. Fewer still know 
the secret behind local rumors of her strange 
powers—she’s a weredragon, able to assume the 
form and powers of a copper dragon when nec¬ 
essary Folk in Hills Edge call her the Rose-Red 
Lady, and most of them love her. 

Most Radiant of Lathander Kelddath 
Ormlyr (NG hrn P16; Int 16, Wis 18, Cha 16). 
Governor of Beregost and high priest of the 
temple to Lathander there, Kelddath is a 
patient, even energetic, supporter of local 
improvement. He’s always advising or lending 
money to new local businesses and to farmers 
trying to expand or modernize their holdings. 

His temple troops police the town attentively 
and try to prevent adventurers and others from 
exploring a local ruined castle. Any rowdiness 
or lawlessness is swiftly and harshly dealt with. 
Kelddath wants Beregost to have a reputation 
for being the safest Sword Coast town in order 
to encourage trade and travel, 

Korbus Brightjewel (CN gm W(I)6; Dex 16, Con 
16, Int 17). Court Jeweler to the Duke of Dagger- 
ford, Korbus prefers the relative peace of Dagger- 
ford to the bustle, crowding, and intrigue of 
Waterdeep, and he steadfastly refuses all induce¬ 
ments to relocate. Some Waterdhavian noble fam¬ 
ilies have offered to sponsor him for life if they 
can have the exquisite creations of his skilled 
hands. He’s especially fond of crafting detailed 
insects, birds, and lizards from gems, gold, and 
silver, particularly into pins that perch on the 
shoulder of a lady or hold her cloak together. 

Korbus identifies and values jewelry for 
nominal fees (10 gp per piece). He will offer to 
purchase especially rare or fine pieces, and he 
has coins aplenty to do so. Korbus uses his 
detect magic ability to examine each piece for 
enchantments, and he fully and honestly 


219 





Krammoch Arkhstaff 


reports what he finds. Most merchants who 
travel the Coast lands bring gems to him. They 
know his estimates are fair and precise. Kor- 
bus teaches the arts of the illusionist only to 
gnomes, and detests adventuring. 

Korbus has treasure cached in many places 
and has substantial investments in Waterdeep 
and Elturel. He is known to possess a ring of 
protection +3, a wand of metal and mineral 
detection, and a robe of scintillating colors. 

Krammoch Arkhstaff (NE hm F3; Wis 16). 
This sage of Baldur’s Gate is a retired adven¬ 
turer generally acknowledged to be the 
Faerurian authority on basilisks. By means of 
certain magical items won during his career, 
he’s gained immunity to petrification, and is 
thereby able to observe basilisks at leisure— 
even breeding them and keeping them as pets. 
Until recently, he kept at least three at his 
abode in the city, but was ordered by the rul¬ 
ing Grand Dukes to remove them after one 
merchant too many was turned to stone. 


One can still purchase basilisks from Kram- 
moth, who keeps a dozen or more on a coun¬ 
try estate near the city. The estate is staffed by 
blind servants and by a dozen loyal warriors 
equipped with the same protective magic as 
the sage himself. The basilisks sell for an aver¬ 
age price of 2,500 gp each. 

Krammoch is widely consulted by adven¬ 
turers and by merchants conducting shady 
business. It is widely rumored that he has 
extensive pirate contacts. He also operates as a 
go-between for fences arranging meetings with 
clients. These are held in various places and at 
varying times to avoid the attention of authori¬ 
ties and vengeful victims. 

Larloch (LE hm W26; undead ultra-lich; Str 
18/72, Int 18, Wis 18, Con 18, Cha 16). The 
Shadow King of Warlock’s Crypt is a powerful 
undead mage served by, among legions of 
lesser creatures, many vampires and liches. 
Many proud adventurers have tried to destroy 
Larloch—and all have failed, although many of 
them contributed skulls or their corpses to 
Larloch’s decor or servant armies. His powers 
are mighty indeed and are vested in spells, an 
awesome arsenal of magical items, and his 
undead powers. He is said to be able to avoid 
destruction by sinking down into the floors of 
specially prepared areas of power, only to 
appear elsewhere, rejuvenated. These cham¬ 
bers are naturally where he spends much of 
his time. 

Larloch also commands a potent arsenal of 
curses, some spells conferred by his touch, 
and others unleashed by intrusion into specific 
areas or trapped caskets and strongcupboards. 
These can forcibly change the appearance, 
intellect, and abilities of victims long after they 
escape from Warlock’s Crypt. 

Elminster warns that the true extent of Lar¬ 
loch’s powers is not known. What the Old Mage 
does know of Larloch, expressed in game 
terms, is this: The Shadow King has at least the 
powers of a lich, but turns as “special.” Larloch 
retains his sorcerous spellcasting abilities, and 
wields a huge arsenal of magical weapons and 
other magical items. Silver weapons cause his 
undead flesh to burn and seem to do him dou¬ 
ble damage. Wisps of smoke curl away from all 







wounds caused by a silver-edged blade. 

Larloch continues to develop new spells and 
other magic. He added a few wrinkles to his 
own achievement of undeath so that he pos¬ 
sesses a natural spell of each level that need not 
be memorized and can be recast by him 24 
hours (144 turns) after he casts it. Larloch’s 
spells, in ascending level order, are magic mis¬ 
sile (5 missiles per spell), web, dispel magic, wiz¬ 
ard eye, animate dead, chain lightning, control 
undead, disrupt undead, and energy drain. Lar¬ 
loch also permanently gains hit points drained 
by energy drain. 

Disrupt undead creates a beam up to 30 feet 
long, requiring an attack roll only if the target 
can hide behind obstacles. It harms only 
undead and has effects identical to a mace of 
disruption, except Larloch gains all points of 
damage dealt as hit points of his own. An 
undead blasted out of existence surrenders all 
its hit points to Larloch. Larloch can perma¬ 
nently increase his hit point total in this way. 

Larloch’s spells are cast by will alone, need¬ 
ing no verbal, somatic, or material compo¬ 
nents. All have a casting time of 2. Larloch is 
immune to one specific wizard spell of each 
level, but Elminster doesn’t know which ones. 
Elminster warns adventurers that finding out is 
a game not worth the cost. 

Lonthalin Mintar (CN hm Wll; Int 17, Wis 16, 
Con 17). Lonthalin is one of several minor 
mages who work from stalls in the Wide (open 
market) of Baldur’s Gate. He specializes in 
adornment spells that give clients temporary 
fantastic hairdos, tattoos, body scents, and hue 
changes and cause daring costumes to adhere. 
Good disguises cost as much as 100 gp or as lit¬ 
tle as 25 gp extra, depending on what is done. 

Most Vigilant Maurandyr (LN hm PI 6 of 
Helm; Str 16, Dex 16, Con 18, Int 17, Wis 18, 

Cha 16). This valorous battle-priest leads the 
House of the Guardian temple in Hluthvar, and 
more than any other being is responsible for 
holding back the spread of the Zhentarim in 
Sunset Vale from their ever-stronger base in 
Darkhold. Maurandyr is an impressive general 
and a formidable foe. He is known to employ 
many magical protective devices and weapons, 


and to have the tenacity and stamina of a lion. 

Recently, however, he has begun to fail 
under concerted magical attacks launched by 
Zhentarim mages and priests, spells that aim 
to drive out Maurandyr’s psyche and take con¬ 
trol of his body. The spells would make him act 
to let the Zhentarim into Hluthvar with a mini¬ 
mum of fighting, so that Hluthvar can be used 
as a fortified Zhentarim base down in the Vale. 

Maurandyr has fought off these attacks thus 
far, but for how much longer? They so cloud 
his mind as to leave him unsure as to their 
true cause. Worried Harpers are unable to get 
aid to him—the Zhentarim have already sub¬ 
verted the minds of many of the priests around 
him. Only the aid Helm sends in his rituals— 
and the valor of hired adventurers, riding 
patrols around Hluthvar—have kept the Zhen¬ 
tarim from prevailing as yet. 

Myrin Silverspear (LN em F8; Int 17, Wis 18). 
This dour, silent moon elf is the efficient propri¬ 
etor of the Hallway Inn, located outside the Gate 
Glen of Evereska. His steady silver eyes miss 
nothing, and he’s as discreet as any accom¬ 
plished courtier, handling disputes between 
proud elves as smoothly and as calmly as brawls 
between drunken humans. He has a knack for 
remembering faces and names, and has some¬ 
times identified mercenaries or merchants 
from their drawn likenesses or when shown 
them in various vision spells. 

Myrin never speaks of his adventuring past. 
Some suspect he is a Harper and others that he 
is a disgraced member of the ruling family of 
Evereska, or at least one of that realm’s oldest, 
proudest noble families. Myrin smiles and says 
nothing. On more than one occasion he’s 
revealed that he wears a ring of spell turning 
and a ring of the ram, presumably trophies of 
his adventuring days—but he won’t say any¬ 
thing about them, either. 

Nantrin Bellowglyn (LN hm F8; Str 16, Int 16, 
Wis 16). Owner of the Three Old Kegs inn in Bal¬ 
dur’s Gate, Nantrin is a tall, quiet man with 
long, curly black hair and a diagonal sword scar 
from his nose down across one cheek. A retired 
Tethyrian noble’s guard, he’s wary of folk from 
that land. Mindful—from experience—of the 


221 


troubles one can get into, he keeps his mouth 
closed when helping folk dispose of unwanted 
bodies and other little troubles. 

Nethmoun Aln (CN hm W12; Dex 17, Con 16, 
Int 18, Wis 16). This reclusive mage is soft of 
speech and looks a little odd. His head is very 
small, and his features are plain, but usually 
untidily bewhiskered as he tries to grow yet 
another beard. He dwells in a small, ramshackle 
hut on the eastern edge of Scornubel, sur¬ 
rounded by formidable guardian monsters and 
by the defensive spells of a complicated ward. 

Nethmoun collects rare and unusual spells, 
trading for them magical training or magical 
items he’s made. Some of the magical training is 
in learning spells from his own collection. The 
magical items are usually useful but low-pow¬ 
ered things such as wands of magic missiles that 
also emit right upon command. He employs a 
strikingly beautiful cook, and often uses a pro¬ 
jected image of her as an agent in his dealings. 

Obrimsur Thunderwood (LG hm RIO; STR 17, 
Dex 17, Int 17, Wis 17, Cha 16). Proprietor of the 
Thunderwood Forays outfitting shop in 
Berdusk, this Harper ally knows the southern 
Vale, particularly the Far Hills, as well as he does 
the comers of his own shop. He’s probably the 
greatest living expert on the lay of the land there. 

Once leader of the Stormriders adventuring 
band, Olbrimsur has led many expeditions against 
the Zhentarim and the monsters of the Sunset 
Mountains. Olbrimsur is the Stormriders’ sole 
survivor. The rest of the members perished after 
they all got into a battle with a Red Wizard of Thay. 

Olbrimsur now spends his time scouting and 
he sponsors others to do the fighting. There’s a 
dark, persistent rumor in Berdusk that he knows 
of a buried city under the Far Hills that’s 
crammed with treasure—and that he is trying to 
get others to do the fighting and dying necessary 
to carve a way into it, whereupon hell use hid¬ 
den magical items to defend himself against all 
foes as he goes in and takes all the treasure. 

Those who know him doubt that the rumormon- 
gers are correct about his ultimate intent. 

Phiraz of the Naturalists (LN hm W6; Int 
18, Wis 18). This sage dwells in Scornubel, 


where he sometimes assists the watch with his 
spells. He is the reigning Faerunian expert on 
otyughs, and he makes his field of study the 
fauna of the High Moor. Many adventurers 
consult him as to its monstrous inhabitants. A 
typical interview costs 25 gp; the fee is 50 gp if 
detailed tactics or locales are desired. 

Ragefast (NG hm FI; Int 18, Wis 18, Cha 16). 
This sage of Baldur’s Gate is a small, frail, 
bearded man of rakish appearance and ready 
laughter—and a widely respected expert on 
the history and genealogy of the Coast lands, 
and of humankind’s mastery of magic. He 
makes his home in a tall, narrow, green-roofed 
house between the temple of Gond and the 
harbor, and is usually to be found there exam¬ 
ining freshly purchased old books and records 
brought to him by merchants from all over 
Faerun. His library is said to rival that of Can- 
dlekeep for magical lore—and to be better 
guarded, though the whispered tales of 
guardian spells and creatures are as contradic¬ 
tory as they are colorful. 

Ramazith Flamesinger (CG hm F6; Str 16, Int 
18, Wis 16). The lean, athletic, bearded Ramazith 
is dashingly handsome and a notorious ladies’ 
man. A skilled dancer and swimmer, he has 
reached several deep-sunken wrecks without 
magical aid and can out-dive most humans alive. 

He dwells in Baldur’s Gate in a ramshackle 
house next to the Three Old Kegs inn, and he 
frequently wanders into the inn of evenings for 
a meal. Ramazith is a sage expert in marine 
life, particularly sea herbs and the habits of 
intelligent marine life such as ixitxachitl. 
Ramazith’s advice is much in demand by the 
captains of large fishing fleets, who can learn 
from the sage just where fish of certain types 
are likely to be the most plentiful at any given 
time. 

It is rumored that Ramazith has slain 
several angry husbands in self-defense over 
the years, and there are also rumors that he’s a 
Harper or even an agent for the Red Wizards of 
Thay. He has been seen talking to elves newly 
arrived from Evermeet on more than one 
occasion, but he refuses to discuss such 
meetings. 


Ill 




Lady Rhessajan Ambermantle (NG hf B14; 

Dex 16, Con 17, Int 17, Wis 18, Cha 16). Also 
known as the Old Vixen and, when she was a 
famous explorer and adventurer, Rhessajan of 
the Tents, Rhessajan is now the just, wary ruler 
of the Caravan City, Scornubel. A wrinkled old 
woman of rasping voice, sharp eyes, and gusty 
good humor, she still wears the boots, 
breeches, and tunic of her adventuring days, 
and is armed with a ring of regeneration, a ring 
of the ram, a scarab of protection, a scimitar of 
speed, and other, lesser-known magics. 

Some say she’s a Harper, others that she’s 
secretly part of the Lords’ Alliance—and still 
others, that she sponsors endless adventuring 
bands in the hopes they’ll bring back multiple 
potions of longevity so she can regain her pas¬ 
sionate, carefree youth. Rhessajan laughs at 
such ideas. She likes nothing more than a good 
joke, and her only bid for longer life is a spon¬ 
sorship of a certain mage who’s experimenting 
with the long-term effects of humans shape¬ 
changing into dragon form. Rhessajan is also 
well-known among the folk of Scornubel for 
her keen interest in all news of weredragons. 

Shandalar (CN hm W25?). This eccentric mage 
dwells in a floating house just east of the hamlet 
of Ulgoth’s Beard. This house is a rebuilt, 
moored Halruaan skyship. Most folk believe 
Shandalar hails from that southern land of 
mages—and are also sure that he’s insane. 

Shandalar is a mage of power who’s always 
experimenting with new spells and new magi¬ 
cal items. He’s trained his three daughters, 
Delorna, Helshara, and Ithmeera, to be wiz¬ 
ards of skill Wll, W10, and W9, respectively). 
They see to the running of his household and 
sell the mushrooms produced in the caverns 
beneath the house in the Wide in nearby Bal- 
dur’s Gate, daily. 

Shandalar harnesses lightning from the 
many local storms to energize the strange 
magical devices he constructs—and has a per¬ 
manent magical immunity to lightning. He 
often strolls about during lashing storms, 
laughing amid crackling lightning strikes. 

Locals swear Shandalar’s mushrooms are 
tended by mushroom people. He’s also known 
to keep treasure hidden deep in his mush- 



Shandalar 


room caverns for pirates and outlaws who pay 
steep annual guarded storage fees. His past 
and his aims in life are a mystery. It seems he 
wants to left alone to pursue new achieve¬ 
ments in magic. 

Master Fletcher Sumbarl Ardusk (NG hm 
F10; specialization: crossbow). Proprietor of the 
Bent Bows shop in Hill’s Edge, Ardusk is a 
bowyer/fletcher expert at finding and fixing devi¬ 
ations from true in shafts and bolts. He is a care¬ 
ful man who’s always armed with a dagger and a 
hand crossbow that shoots sleep-envenomed 
darts. A fierce foe of the Zhentarim, he’s proud 
of the fact that his darts and blade have claimed 
the lives of at least six Zhentarim magelings. He 
foresees the ruin of his city unless the Zhen¬ 
tarim are destroyed, and he will sponsor adven¬ 
turers willing to strike against them. 

Taerom "Thunderhammer" Fuiruim (NG hm 

FI; Str 18/26, Wis 17, Con 18, 25 hp due to 
unnatural vitality). This master armorer has 


223 




his own smithy in Beregost and is a smith 
whose work is admired even by dwarves. 
Though he’s grown white-haired with the 
passing of many years, he’s still an active, burly 
giant of a man. He keeps to himself, working at 
his forge, but can slay ores with a single blow 
of his 12-foot-long iron staff, which does 3d4 
points of damage plus his Strength bonuses. 

Taerom has often made items fine enough 
for wizards to enchant, but these days he’s 
more apt to make small, useful things like 
hooks, locks, hinges, and coffers. He sports 
magnificent muttonchop whiskers and stands 
almost 7 feet tall, with shoulders almost 4 feet 
broad. He has a distinctive rolling stride. 

Talessyr Tranth (CN hf W13; Int 18, Wis 16, 
Cha 16). This tall, courtly, mustachioed man is 
actually a woman wearing a semipermanent 
disguise. Only long-time Baldurians know the 
truth about her gender, as a result of her dis¬ 
guise slipping during several fierce magical 
duels. She runs a stall in the Wide (open mar¬ 
ket) in Baldur’s Gate where she creates short¬ 
lived magical disguises, body adornments, 
costume alterations, or the like for clients who 
wish to impress at parties, hide their true like¬ 
ness, or shock friends or social rivals. 

Talessyr cares not if her work is used by 
thieves, and she delights in encouraging an air 
of mystery around herself by having clients 
made up to look like illithids or drow parade in 
and out of the private tent at the back of her 
stall. Her intricate disguises cost 50 to 200 gp, 
and she’s apt to vanish whenever authorities 
grow angry with the uses to which they’re put. 
There’s a rumor she does business with mind 
flayers, when nights are dark—and may even 
serve a beholder master. 

Vigilant Godseye Tathlosar Brimmerbold 
(LN hm F18; Str 18/69). A veteran war leader 
(known around the Vale as “Sleepless Teeth”), 
Tathlosar is a wary and always energetic 
guardian who believes that civilization only sur¬ 
vives in Faerun through the vigilance of those 
who take up arms to defend it. Leader of the 
Ready House of the Right Strong Hand in 
Berdusk, Tathlosar ensures that his temple is an 
academy of arms as well as a house of serene 


worship. He is known for having detailed, com¬ 
plex, fivefold (or more!) contingency plans in 
any battle. His war captains are used to quickly 
responding to a sequence of code phrases that 
can send troops commanded by the Vigilant 
Godseye into intricate battlefield maneuvers. He 
regularly thrashes much larger forces out of 
Darkhold through this deft battlemastery, fore¬ 
sight, and the magical aid of the senior clergy of 
Helm. He seems to be able to sniff out treachery 
and the planned stratagems of foes at a mere 
glance across a battlefield. 

He is a handsome, close-mouthed giant of a 
man who is almost always clad in a full suit of 
plate armor—although there are many scur¬ 
rilous rumors that in younger days he doffed it 
often to dally with fair maids up and down the 
Vale. (“Creating more followers of Helm,” as one 
warrior put it.) He no longer indulges in such 
antics (if he ever did), but young men who 
resemble him are still turning up at the gates of 
the House, eager to join the service of Helm and 
learn to swing a blade in the name of the god. 

First Reader Tethtoril (LG hm PI 8 of Mys- 
tra; Str 16, Int 18, Wis 18, Con 16, Cha 16). This 
tall, impressive, wise, and soft-spoken man is 
often mistaken for the Keeper of Tomes of Can- 
dlekeep. He is more intelligent, regal, and sen¬ 
sitive than his superior Ulraunt, by far—and 
Ulraunt knows it. Yet Tethtoril is unfailingly 
loyal, thoughtful, and diligent in his duties, 
often anticipating troubles and preparing 
beforehand to spare Candlekeep troubles—or 
Ulraunt any embarrassment. 

Most Holy Mystra often whispers to Tetho- 
ril in his dreams, bidding him to do this or 
that—and in this way has led him to unearth 
key spells from forgotten tomes; kept Elmin- 
ster, Khelben, and the Harpers welcomed or at 
least, tolerated in Candlekeep; and kept Ulraunt 
from being seduced by darker powers (most 
recently, Cyric). In this, Mystra is aided by both 
Deneir and Oghma. 

Although he doesn’t know it, Tethtoril is one 
of the safest people in all the Realms—three 
deities will protect him against any attack, mani¬ 
festing as: whatever spell is needed (Mystra); a 
wall of force conjured by a shadowy floating 
harp (Oghma); or a suddenly appearing magical 


224 




symbol (effects identical to the wizard spell of the 
same name) of one of the known types that 
flashes and discharges in his defense immedi¬ 
ately after it is seen (Deneir). All three deities 
subtly aid Tethtoril in puzzling out the meaning 
of cryptic, faded, fragmentary, or forgotten script 
writings. It is this superlative ability to decipher 
writings that has led to Tethtoril’s present rank. 

Thalantyr the Conjurer (NG hm W17; Int 
17, Wis 17). An archmage of note, Thalantyr is a 
courtly, solitary man who enjoys walks in the 
countryside while armed with his staff of 
power. He dwells in a griffon-guarded estate 
known as High Hedge, northwest of Beregost. 

Once an adventurer who eagerly sought the 
lost magic of Netheril in crumbling ruins, he’s 
retired from the perils of that profession, 
though hell help other adventurers (though not 
his former adventuring companions) with 
advice and spells for fees. Hell also warn them 
that they may find a lot more than they intended 
to, as he did—but won’t be much more specific. 

One gathers from long conversations with 
him that he met some sort of horrible monster 
and was enslaved for a time, escaping only 
through luck. He is said to have won his free¬ 
dom with spellbooks and other magical relics 
of Netheril that make him self-supporting, so 
that he need not travel the planes or go adven¬ 
turing in Toril any longer. 

Theskul Mirroreye, Long Lawful Arm of 
Tyr (LG hm P6; Str 16, Wis 18, Cha 16). A war¬ 
rior-priest of Tyr often seen riding about 
Boareskyr Bridge clad in armor of black and 
silver, Theskul is—with his trusted friend 
Barim Stagwinter, and their common ally Alu- 
ena Halacanter, a sorceress who dwells 
nearby—the voice of authority in the rough- 
and-ready Bridge. He dreams of establishing a 
fortified abbey of Tyr at the crossing and hurl¬ 
ing back the monsters and the lawless from 
the area forever. Ultimately, he dreams of a 
small farming realm centered on the Bridge, 
linked to the North and the Sunset Vale by 
strong fortresses at Dragonspear Castle, the 
Way Inn, Scornubel, and Triel. 

Theskul is tall and splendid in appearance, 
his flowing hair prematurely white. A fearless 


warrior and a shrewd judge of folk, he has lit¬ 
tle patience for those who try to twist rules and 
agreements to their own ends or try to set 
such aside—a source of constant friction 
between himself and the mage Aluena, whom 
he sees as lax and over-tolerant. (Aluena is not 
covered in this guide. She’s seldom seen in the 
Bridge itself, keeping to her own lands.) He 
suspects she is a powerful Harper and follows 
aims that may differ from his own. 

For Theskul, an ordered Faerun is a strong 
Faerun. “And by holy Tyr, it shall be ordered, 
town by town, farm by farm, until I’m too old 
to carry such work forward.” 

Torleth Mindulspeer (CG hm FI; Int 18, Wis 
18). This tall, gaunt man has a dry wit and a 
perpetually gloomy manner. He runs Torleth’s 
Treasures, a crammed shop of odds and ends 
in the roadside hamlet of Gillian’s Hill, south of 
Daggerford. Torleth loves to buy old pieces of 
junk brought to him by passersby—and sell 
them to other passersby. Some folk swear you 
can get anything in his dim, dusty shop. 

Others note that for all the variety to be 
found in the shop, Torleth can’t make much 
on the spread between his buying and selling 
prices—and that he must live on coins col¬ 
lected in some other way. As a spy or supply or 
message drop for merchant costers, perhaps? 
Or for groups of darker intent, like the Zhen- 
tarim or the Red Wizards? Perhaps the Cult of 
the Dragon, or the Harpers? Or maybe he’s 
just a smart investor in merchant shipping 
who can live off the proceeds of his invest¬ 
ments. He does seem to know every traveling 
merchant of the Coast lands who’s been in 
business longer than a winter. 

Some dim cellar or corner of Torleth’s shop is 
rumored to hide a magical gate offering instant 
travel to Waterdeep, or Suzail, or Mirabar, or 
Westgate — or perhaps all of those places. 
Rumors also tell that Torleth makes his gold by 
charging 100 gp per person for the gate's use. 

Traskar Selarn Lord of Secomber (CG hm 

Rll; Str 16, Dex 16, Int 16, Wis 16, Con 16). 

This regal, handsome, tall, and good-natured 
man has agreed to watch over Secomber for 
the Lords’ Alliance. He does this by keeping an 


225 





eye on — and descending swiftly upon when 
necessary—the lawless, but otherwise leaving 
the people to their own business. 

Traskar has a large fortune, gained through 
adventuring, and he sponsors the garrison 
himself. His influence and personal popularity 
have helped to foster friendships among the 
various races who dwell in Secomber. He 
knows the High Moor well and often sends 
adventurers who come to him to areas he 
knows hold promising ruins that haven’t been 
plundered bare yet. 

Chantmistress Uluene Maertalar (NG hf 
P16 of Milil). High priestess of Evensong Tower, 
temple to Milil in Berdusk, this diligent devotee 
of the Lord of Inspiration has risen fast in his 
service through hard work and boundless 
energy rather than through any brilliance of 
personal talents. The revels she organizes take 
full advantage of Berdusk’s growing commu¬ 
nity of minstrels, centered on the Harper hold 
of Twilight Hall, to provide refined entertain- 



Keeper of Tomes Ulraunt 


ment for all cultured (that is, wealthy) folk, not 
just the faithful of Milil. By such means, Uluene 
has steadily built the membership and power 
of her temple. 

She is a short, petite lady of dark hair, dark 
eyes, serene beauty—and a face that betrays 
only what she allows it to. She is a skilled actress 
and a superb singer, and is always armed with a 
full roster of battle spells. More than once her 
quick magic has broken up crises at her revels. 
She’s known to be seeking a skilled bard as a 
husband and to be growing hungry for adven¬ 
ture rather than the comfortable but unchang¬ 
ing tenor of the temple precincts. 

Ulmyn Andalor (NG hm F4; Str 16, Dex 16). An 
affable, portly man with a curly white beard and 
a bald pate, Ulmyn Andalor is a miller in the 
roadside hamlet of Bowshot, north of the Way 
Inn. His sawmill is always busy. Ulmyn, who 
never seems to sleep, can be seen trotting about 
night and day, covered with sawdust, overseeing 
a large staff in turning out cheap, plentiful cut 
lumber for sale in Waterdeep and Daggerford. 

A simple man who takes pleasure in effi¬ 
ciency, Ulmyn knows and can identify both 
common and exotic woods better than most 
carpenters. Rumor has it that he was once a 
guard for a noble family in Waterdeep and fled 
to Bowshot after an affair with the beautiful 
daughter whose bodyguard he was —an affair 
that produced a child now heir to the family 
fortunes. The rumor also impugns that Ulmyn 
was paid handsomely to go away and renounce 
all claim to a place in the family. This payment 
is said to have subsequently grown into a siz¬ 
able fortune. 

Some say Ulmyn is less simple than he 
appears, and has survived several assassina¬ 
tion attempts sponsored by that noble family 
by a combination of anticipation, battle 
prowess, and hidden magical items always 
kept ready on his person. Other folk whisper 
that Ulmyn is only a human shape worn by a 
powerful, possibly evil, creature. 

Keeper of Tomes Ulraunt (LN hm W9; Int 
18, Wis 18). The head of fortified Candlekeep, 
Ulraunt is a proud scholar, one of the most 
learned—and one of the most haughty—peo- 


226 



pie in all Faerun. His sharp tongue, sharp nose, 
and dark-eyed, hawklike gaze have earned him 
the nickname “the Old Buzzard” among 
acolytes down the years—a term that has even 
crept into general use in the Coast lands. 

Ulraunt has access to more spells than 
most wizards ever see in their lives, and he 
reportedly keeps in practice casting them in 
his private turret chamber and in caverns deep 
beneath Candlekeep. A secret passage is said to 
connect these heights and depths. He bears a 
magical staff of office rumored to be a staff of 
the magi with extra, extremely potent powers. 
Ulraunt and those among the Great Readers 
who are wizards also have access to spell 
scrolls all over Candlekeep—scrolls hidden 
behind wooden panels and within false tomes. 

Ulraunt’s chief interest is acquiring ever 
more information. His aims in life are 
unknown beyond making Candlekeep the seat 
of a land of scholars and a power on the politi¬ 
cal stage of Faerun. Several tales link him with 
young ladies of various noble houses in Suzail, 
Waterdeep, and Tethyr in his earlier years— 
and there’s a newer rumor tying him romanti¬ 
cally with some of the icy-cold, haughty elven 
ladies who come to the Sword Coast (though 
rarely) from Evermeet. 

Yajandra Dlathaero (LN hf W17; Dex 17, Int 
18, Wis 17, Cha 16). This petite, swarthy, gray¬ 
eyed and iron-willed lady was bom in Cal- 
imshan to a satrap and raised from birth to the 
duties and style of mle. Disinterested in 
intrigue, she showed an early aptitude for 
magic and solitary study, so her despairing 
father washed his hands of her, apprenticed 
her off to a local mage, and took another wife 
to set about fathering sons to be his heirs. 

Yajandra was quite content to study quietly, 
avoiding the cut and thrust of Calishite politics 
and sorcerous rivalries. As soon as possible, 
she left that land, slipping away from her 
master Asheund on a spell-trading trip to Amn. 
Asheund was later slam by a wizard he was 
bartering with. 

Yajandra disappeared for some years. Most 
folk think she spent the time seeking out good 
or lonely dragons and serving them while 
studying their ways and magic. She visited 



Yajandra Dlathaero 


Candlekeep once with money enough to fund 
her studies, and showed up later in Zazesspur 
to study with the sage Cthethros, considered in 
his time the greatest living authority on 
dragons. (He has since died.) 

Yajandra was dwelling in Amn with a gold 
dragon who kept to human shape and used the 
name Sandro, when a Harper brought word to 
her of finding the Well of Dragons. Yajandra 
hastened to the remote village of Ladydove and 
bought the largest house there, warding it out 
of habit. That saved her life. Days later the Dire 
Dragon came out of nowhere—its earlier life 
remains a mystery—and burned the village to 
nothing. (See the entry on the Well of Dragons 
for more information on the Dire Dragon.) 

Yajandra’s house was all that survived. She 
now runs it as an inn while she studies the 
dying dragons who come to the Well. 

She is indisputably the greatest living sage 
on matters of dragonkind. Her other fields of 
knowledge include history, magic, namelore, 
and biology. 


227 





Appew^tof Ih 

W&n&s of the 

Sujoizb CoasT 


agical wards, often 
found in the Savage 
North, are even more 
numerous in the Coast 
lands. In the area cov¬ 
ered by this book, wards are usually 
less powerful than those of the 
North—slaying innocent and perhaps 
friendly merchants by mischance is 
frowned on in the Coast lands, where 
trade is more important than grim 
survival. 

As in the North, most human 
wards—and all those encountered by 
Volo—are variants of the 7th-level 
wizard spell wardmist. They are 
intended to defend folk and property 
from thieves, wolves, trolls, ores, and 
monsters. Elminster warns that 
wards are used all over the Realms by 
the rich and by powerful wizards and 
priests—and that Volo has encoun¬ 
tered very few of them, and of only 
the most common types. 

The crafting of wardings began in 
the North, probably in ancient 
Netheril. The oldest wards are found 
in tombs and subterranean storage 
areas under ruins or temples shel¬ 
tered from the creeping destruction 
of long-passing time, or in forest 
glades, where they have outlived the 
buildings that once stood around 
them. Ancient wards often include 


wild magical effects and prohibitions 
against magical items, which simply 
won’t enter the wardmist. There are 
also instances of prohibitions against 
spells of a specific school or those 
manifesting as heat, fire, lightning, or 
cold. Some old wards incorporate 
reverse gravity effects, or blade barri¬ 
ers large enough to encompass an 
entire wardmist! 

W&ri&m) sT 

(Evocation, Alteration, 
Enchantment/Charm) 

Range: Special 
Components: V, S, M 
Duration: Permanent 
Casting Time: 1 hour 
Area of Effect: Special 
Saving Throw: Special 

This 7th-level spell requires the 
use of an amount of silver larger in 
total volume than the caster’s fist. 
Other material components are 
phase spider silk and three 
powdered pieces of amber of no less 
than 500 gp value each. (All the spell 
components are destroyed in the 
casting of the spell.) The caster must 
stand in an area that will become 
part of the ward and visualize the 
route of the desired ward boundaiy. 



228 



An area of 600 square feet per level 
of the caster may be enclosed. If the 
wizard tries to enclose too large an 
area, the spell fails and is wasted. 
Mages casting simultaneous 
wardmists may combine their 
protections. 

The spell creates a wardmist. This 
is a 40-foot-high, 60-foot-wide band 
of permanent mist that must rest on 
the ground, floor, or other solid sur¬ 
face. (It need not be level.) The area 
protected by the ward is measured 
from the inner edge of the wardmist. 
The thickness of the mist is not 
included. The ward extends 40 feet 
beneath the surface of the ground, 
and may be narrower than 60 feet in 
width wherever desired. Its bound¬ 
aries can twist and turn corners as 
sharply and as often as desired to 
protect a certain area, and they may 
exclude whatever areas the caster 
desires. Once cast, a wardmist can’t 
be moved. 

A wardmist can always be freely 
entered or left. Beings entering it are 
sensed by the spell, which reacts by 
flashing a radiant or audible warn¬ 
ing (or both, as desired) to a specific 
spot or being. The spot or being is 
set upon casting, and it cannot be 
changed thereafter. Such a warning 
would still function in the location 
of a destroyed room (even in midair) 
or inside the tomb of a dead being. 

Warnings classify those who enter 
the wardmist into two categories: 
those who bear ward tokens and 
intruders. Wardmist warnings trans¬ 
mit numbers and general locations 
of all intruders. 


Sight and all known magical and 
psionic means of scrying won’t work 
through the boundaries of a 
wardmist. A being in the mist can 
see through the mist to a distance of 
about 10 feet in darkness, and 40 
feet when light is present. One 
cannot see out of the mist though, 
even if one is only inches away from 
its edge. One cannot see out of the 
mist to either the area it excludes or 
the area it encloses. A wardmist can 
be seen over freely by anyone tall 
enough or stationed high enough to 
be able to do so. 

When visibility is reduced by 
darkness, intruders in a wardmist 
who don’t use lamps, markers, or 
other means of proceeding in a 
straight path will move in a random 
direction each round of movement 
in which they fail a secret Intelli¬ 
gence check. It is possible to wan¬ 
der, lost, in a wardmist for quite 
some time. 

The caster of a wardmist spell can 
try to link certain types of magically 
animated or undead monsters to the 
ward as it is forming to serve as 
guardian monsters. To become 
guardians, these monsters must be 
present, and must fail a saving throw 
vs. spell. 

When an intruder reaches a cer¬ 
tain locale in a wardmist or has been 
in the mist for a set time, some 
guardian monsters are teleported to 
within 20 feet of the intruder. The 
types and numbers of guardian 
monsters are set by the initial ward¬ 
mist spell but are limited by the 
available stable of guardians. Their 


2 . 2.9 



WaRdmisT Guar£>Un 
M oMsTeRs 

d8 Number & Type of Monsters 

1 2d6 baneguards* 

2 ld3 blazing bonesf 

3 2d8 bonebats* 

4 3d4 helmed horrors* 

5 3d4 skeletons or 2d4 monster 
skeletons (MM, MCI) 

6 ld2 watchghostst 

7 ld2 wraiths (MM, MCI) 

8 2dl2 zombies (MM, MCI) 

Monsters marked with an asterisk 
(*) appear in the revised Forgotten 
Realms Campaign Setting box. 

Those marked with a dagger (f) 
appear in the Ruins of Myth Dran- 
nor boxed set. A diesis ();) denotes 
those in the Ruins of Undermoun¬ 
tain boxed set. Those appearing in 
the Monstrous Manual™ game 
accessory are denoted by “MM,” 
and those in the MONSTROUS 
Compendium® volumes have the 
volume number appended to the 
abbreviation “MC.” DMs lacking a 
particular source should substitute 
another monster from the list. 


typical orders are to attack and 
destroy all intruders, although some 
may be instructed to subdue, dis¬ 
arm, and capture while dealing as 
little damage as possible. 

Guardian monsters are kept in 
stasis by the wardmist when not 
active. They do not age, heal, or eat. 
They become inactive 2d4 rounds 
after an intruder is slain or leaves 
the warded area. A guardian mon¬ 
ster can be healed at any time by 


application of the proper potions or 
spells. A destroyed guardian is for¬ 
ever gone. It can’t be resurrected or 
replaced by the wardmist spell. Mon¬ 
sters can be unleashed to wander in 
an existing wardmist, but to be 
linked to and teleported about by the 
ward, they must be part of the initial 
wardmist casting. 

Only the types of magically cre¬ 
ated or undead monsters listed in 
the boxed text at left can be linked to 
a wardmist, although individual 
mages may have successfully modi¬ 
fied their wardmist spells to aug¬ 
ment this list. Tales exist of wards 
defended by golems and even by 
undead titans. 

Mages may combine their efforts 
when creating a wardmist so as to 
give it multiple sets of guardians of 
the same or different types. Each 
mage casts a wardmist spell at the 
same time, though only one ward is 
created, and it is set to a single sort 
of ward token. 

A few wards are linked to more 
powerful guardians, such as liches 
assisted by robed and hooded skele¬ 
tons (to look like other liches or 
mages). These skeletons are imbued 
with spell ability to cast combat 
spells and have magic mouths cast 
on them to allow them to “speak.” 
They act as decoys and are used to 
identify spellcasting intruders to 
their lich. There are even reports of 
multiple invisible stalkers linked to a 
wardmist —each being freed from 
servitude in Toril after they slay a 
certain number of intruders. 

A wardmist doesn’t seem to exist 


230 






for a being who carries the proper 
token. Ward tokens must be made of 
a certain material, and they must 
bear a certain rune that is drawn 
while a secret word is uttered. The 
material, the rune, and the word are 
all set during the ward’s casting, and 
they cannot be changed thereafter. 
For convenience, tokens to a partic¬ 
ular ward are usually of a common 
shape and size, but the wardmist will 
recognize anything of the right 
material that bears the right rune. 
Some ward tokens have been inset 
into the pommels of swords, for 
instance, or baked into clay jugs or 
statuettes. In some large holdings, 
warders carry rings of varying 
tokens just as they do rings of keys. 
Tokens can be made freely after the 
casting of a wardmist —but the 
requirements for a valid token can’t 
be changed without using another 
wardmist spell. 

A being bearing a valid token can’t 
see or be affected by a wardmist and 
isn’t subject to attacks by any 
guardian monsters linked to the 
wardmist. An intruder who seizes a 
valid token from another being, even 
while in battle with a guardian, will 
be instantly free of such guardian 
monster attacks. 

Only one wardmist spell can exist 
in a given area. If a dispel magic is 
cast on a wardmist, it increases visi¬ 
bility around the caster by 20 feet, 
delays the appearance of any 
guardian monsters by a round, and 
sets off an immediate warning. Only 
a limited wish or wish can destroy a 
wardmist. Even repeated dispel mag¬ 


ics will fail, and an anti-magic shell 
cannot form within a wardmist. If 
this is attempted, the anti-magic 
shell is wasted, and the wardmist is 
unaffected. 

The most common addition to a 
wardmist is a band of armed human 
guards assigned to respond to the 
magic’s warnings. Spell triggers are 
also popular; these are spells that 
have specific preset conditions to set 
them off. They then launch the 
effects of other “hanging” spells, also 
cast earlier. 

For example, if someone enters the 
ruins of Stormwind Tower (an iso¬ 
lated mage-hold near Trollclaw Ford) 
by the front door, six identical mages 
appear all around him or her, hurling 
bolts of lightning. These mages are 
really projected images linked in 
some now-forgotten way to a rare 
spell known as web of lightning. Safe 
entry to the tower is by means of a 
secret passage whose entry is marked 
by a gargoyle statue, elsewhere in the 
ruins—a passage filled with the 
sword-wielding, animated skeletal 
arms known as dread. These crea¬ 
tures are detailed in the Ruins of Myth 
Drannor boxed set. 

Web of UgbTKJ)K)g 

(Evocation, Alteration) 

Range: 40 yards + 10 yards/level 
Components: V, S, M 
Duration: Instantaneous 
Casting Time: 8 
Area of Effect: Special 
Saving Throw: l h 


131 



This 8th-level wizard spell causes 
the simultaneous discharge of six 
lightning bolts. Identical in proper¬ 
ties to those bolts created by a light¬ 
ning bolt spell, these bolts do 7d6 
points of damage each and manifest 
in one of two ways. 

One manifestation is widely used 
on battlefields: a starburst of six 
bolts radiating out from a single 
point visualized or chosen directly by 
the caster, who need not see its 
location. Four bolts spring out in the 
cardinal directions (forming an 
equal-armed cross), and two 
additional bolts leap out in two of the 
diagonals, in quadrants chosen by 
the caster. 

The other manifestation of the 
spell is a ricocheting web within a 


60-foot-diameter sphere. The sphere 
can be altered to fill a 30- by 30-foot 
room or smaller area, but not 
increased in volume. Compressing it 
does not affect damage or other spell 
properties. This effect is often fit into 
a single doorway, with the bolts 
leaping from the frame as an 
intruder steps through. 

In either manifestation, target 
beings must make saving throws 
individually against all six bolts. 

They save against fewer bolts if the 
path of a bolt leaves them out of 
harm’s way, as in most uses of the 
starburst. 

The material components of this 
spell are four lodestones or a bit of 
fur, and a small, smooth rod of 
amber, crystal, or glass. 


232 



Appew^tor IHr 

Magical Items 


ome of the magical 
items mentioned by 
Volo in his explorations 
of the Sword Coast 
lands are familiar to 
these, he permitted 
words about a few to remain in this 
edition of the guidebook, and con¬ 
sented to provide details of them for 
us, with the grudging words, “Well, I 
suppose all of ye can’t get into too 
much trouble with these—but ye will, 

I know, and I await thy amusing tales 
of what befell then.’ 

Here, then, is what Elminster told us. 

Hakvyki’s R))og 

XP Value: 8,500 
GP Value: 16,000 

When worn, this plain brass ring 
automatically grants any wearer (not 
wizards only) a +1 saving throw 
bonus, cumulative with any other 
bonuses the wearer may have, 
against any alteration spells and iden¬ 
tical magical item alteration effects. If 
the wearer is a spellcaster able to 
cast alteration spells, foes facing his 
or her spells suffer a -1 penalty to 
their saving throws when she or he 
casts spells at them while wearing 
this ring. 

The ring has another automatic, 
as-often-as-required power. It can 
purify water and drink by touch or 
immersion. This power is strong 


enough to neutralize acid or poison 
and render wines, beers, and spirits 
nonalcoholic without altering their 
taste, smell, or hue. 

Harvyn’s ring also has two powers 
that must be deliberately called forth. 
By will and concentration on the des¬ 
tination (which must be within sight, 
within 90 feet, and not through any 
magical or physical barriers), the 
wearer can jump three times in a day 
(144 turns), carrying up to 400 lbs. of 
additional weight as long as it is in 
physical contact and willed to come 
along, too. 

The jumping wearer isn’t magically 
protected in any way during transit, 
although the landing will be upright, 
balanced, and sure-footed. Jumps 
attempted with too much weight, to a 
destination too far away, or onto a 
surface that can’t support the arriving 
ring wearer will result in falls, unmiti¬ 
gated by the ring. 

The wearer of a Harvyn 's ring can 
also cause it, by the utterance of a 
secret word graven on the inside sur¬ 
face of the ring, to emit a swordlike 
force blade. The word is different for 
each of the six known rings. This 
weapon can be called forth thrice 
every day (144 turns), and lasts for 1 
turn—less if the effect is willed to 
cease earlier. Unused time can’t be 
saved up for use later. The force blade 
is invisible except to those able to see 
magical auras or when the weapon is 



Elminster. Of 


233 


covered with blood or another adher¬ 
ing substance, and can cleave 
through any magical barrier created 
by a 7th-level or lower spell or magi¬ 
cal item equivalent, permanently 
breaching it in a 10-foot-radius circle 
centered on the blade. In some cases, 
such as a shield spell, this will com¬ 
pletely destroy the barrier magic. The 
invisible blade does not clang, rust, 
chip, bend, break, or respond to heat, 
cold, magnetic, or electrical effects as 
metal does. It is simply a construct of 
force with a cutting edge and deals 
4d4 points of damage per strike (4d6 
to large-sized foes), being in all other 
respects a long sword. A fighter of 
high enough level can use it for multi¬ 
ple attacks and receives normal 
bonuses if she or he possesses spe¬ 
cialization in long sword. The sword 
appears in the wearer’s ring hand 
and cannot leave it. If the wearer 
opens his or her hand to grasp at 
something else, the force blade van¬ 
ishes. It can’t be used in the wearer’s 
other hand or be taken by another 
being. 

Gage 

XP Value: 2,500 
GP Value: 6,000 

Named for the fighting mage who 
first devised it, this single mesh 
gauntlet (mail glove) of either the left 
or right hand magically alters to fit 
the size and number of digits of a 
wearer’s hand. It allows its wearer to 
hurl missiles such as rocks, sling 
stones, daggers, and axes with a +2 


attack roll bonus. Use of the gauntlet 
doesn’t allow the wearer to throw 
things normally too heavy or 
unwieldy to hurl and doesn’t confer 
any proficiencies. Thrown stones do 
ld2 points of damage, depending on 
size. Rocks as large as a target’s head 
can deal ld4+l points of damage. 

The wearer of a gage can also try to 
intercept incoming missiles. Roll a 
d20 for the glove wearer. If the score 
is higher than the unmodified die roll 
of the incoming attack, the catch was 
successful. The gage literally catches 
physical missiles, and it can hurl 
them back at their source. This 
returned fire counts as an extra 
attack in addition to the gage wearer’s 
chosen activity or attack for the round 
and is rolled at +2. If the gage wearer 
wants to redirect caught missiles at 
another target than their source, the 
hurling counts as a regular attack. If a 
catch fails, the attacking missile has 
its usual effect. 

A gage can catch up to four magic 
missiles in a single round. Additional 
missiles will get through for the usual 
damage. Caught magic missiles are 
absorbed by the glove, not thrown 
back. 

A Galdaeryn 's gage protects the 
wearer’s hand as well as a full plate 
gauntlet against a falcon’s talons and 
other sharp things. It is affected by 
heat metal and similar magics. If its 
wearer is fighting with a one-handed 
weapon in the opposite hand, it can 
be used to grapple with hostile 
weapons. Treat it as a shield for 
Armor Class purposes when used in 
this fashion. 


13A 





Hanj£> of Fury 

XP Value: 2,500 
GP Value: 7,000 

This single mesh gauntlet (mail glove) of 
either left or right hand magically alters 
to fit the size and number of digits of a 
wearer’s hand. When worn, it improves 
the wearer’s Armor Class by 1 point. An 
unarmored warrior lacking a shield or 
high Dexterity would move from AC 10 
to AC 9 by donning the glove. It allows 
its wearer two special attacks: magic 
missile and forceblow. 

The glove’s magic missile attack is iden¬ 
tical to the lst-level wizard spell of the 
same name. A hand of fury holds two 
such spells. Each unleashes three missiles 
causing ld4+l points of damage when 
used. When one such attack is used, it 
can’t be called on again until 3 entire days 
(72 hours, or 432 turns) have elapsed. 

The forceblow attack can be used 
only once per day After it is called on, 

24 hours (144 turns) must pass before it 
can be employed again. A forceblow is 
never wasted. It can occur only when a 
successful attack lands, defined as a 
punch with the gloved hand that is 
deemed a use of this attack by the player 
as the attack is launched. Rather than 
normal punching damage, & forceblow 
does 6d4 points of damage, and has two 
possible additional effects. A struck vic¬ 
tim must save vs. spell to avoid being 
stunned on the following round, and 
she or he must also make a Strength 
check to avoid being hurled away in a 
fall by the force of the blow, with possi¬ 
ble additional damage upon landing. 
Stunned victims are reeling and unable 
to take any deliberate action the round 


following the one they are struck in. 
Fragile worn or carried items exposed 
to the force of this strike or the impact 
of a resultant fall must make a saving 
throw vs. crushing blow or a saving 
throw vs. fall, as applicable, or break. 

A hand of fury has one additional 
property. Its magic can be exhausted 
and converted into a single, automati¬ 
cally successful bend bars/lift gates 
attempt, causing it to crumble to dust. 
The glove must be touched to the bar¬ 
rier to be so used. 

Toro 

of the TTTakjs 

XP Value: 4,500 
GP Value: 12,000 

This plain, heavy, silver neck collar 
never tarnishes or breaks. It resists 
even reforging attempts. It allows the 
wearer to speak, understand, and read 
the tongue of titans and to call on titan¬ 
like strength in limited ways, as follows: 

Once per day, the tore wearer can 
make a Strength check as if she or he 
were a titan of Strength 25. 

Twice a day, a tore wearer can 
launch an attack with titan strength at 
+7 to the attack roll and +14 to damage, 
due to 25 Strength. If the attack misses, 
the attempt still wastes the tore’s magic. 

Thrice per day, a tore wearer can 
make an open doors or bend bars/lift 
gates attempt as if possessing Strength 
25. The attempt to open a door is suc¬ 
cessful on a roll of 19 on a d20 or less, or 
18 or less if it is locked, barred, or magi¬ 
cally held. The tore wearer in this situa¬ 
tion has a 99% chance of successfully 
bending bars or lifting gates. 


J255 




AppewcMjr IV: 

Iw^ex 



his index does not 
include references to 
people, nor to most 
building map refer¬ 
ences. Private homes 
are listed only if they’re of interest to 
the adventurer or historically minded 
sightseeing traveler. The Fortalices 
section lists all structures that have 
been built, or converted, for use as 
defensible strongholds in time of war. 
In uncertain times, travelers are 
advised to keep a bookmark at this 
spot in the guidebook when making 
fast travel plans. The structures may 
also appear under other headings, 
corresponding to other uses. 

Places that function as both inns 
and taverns are listed in both sections. 
Tankard houses are a new attraction 
in Faerun, fast spreading from the city 
of Berdusk where they first appeared. 
None are indexed here. Consult that 
city entiy (pages 153—174) for names of 
these establishments. 


Alievs, STReeTs, EwTRies, 
awd Opew Spaces 

Amberside (market) (Berdusk). 158, 160, 162 

Amble Lane (Berdusk). 168 

Bellowbar’sGate (Berdusk). 155, 158, 160 

Belltoll Street (Baldur’s Gate) .13 

Bindle Street (Baldur’s Gate). 11, 13, 217 

Black Dragon Gate (Baldur’s Gate). 10, 13, 26 

Clasped Hands Gate (Hill’s Edge). 189 

The Claw (intersection) (Berdusk) . 158, 160 

The Coast Way . 7, 27, 28, 39, 40, 51, 60 

The Crossways (intersection) (Berdusk). 158, 160 

Danathar’s Street (Berdusk) . 168 

Drovers’ Gate (Berdusk) . 156, 158, 160 


The Dusk Road. 93, 120, 126, 147, 148, 

175, 176, 182, 200, 202, 203, 207 

Far Rider Street (Scornubel). 110 

The Fish Market (Scornubel). 105 

The Gollahaer (Berdusk). 158, 160, 166, 167, 172 

Landward Gate (Baldur’s Gate) . 10 

Lower City Gate (Iriaebor). 207 

Lute Street (Berdusk). 168 

Maidensbridge Street (Elturel) . 96 

The Minstrelride (The Tuneride) 

(Berdusk). 158, 160, 168, 172 

Northstorm Street (Scornubel) . 109 

The Reaching Gate (Hill’s Edge). 189 

Red Shields Road (Scornubel) . 110 

Rivergate (Hill’s Edge). 189 

Riverroad Gate (Berdusk). 155, 159, 160 

Shiarra’s Market (Elturel). 94 

Shondaleir Street (Berdusk). 158, 160 

Shortarrow Gate (Berdusk).155, 159, 160 

Skuldask Road. 93,118 

Steelspur Way (Berdusk). 158, 160, 172 

Steelsword Street (Berdusk). 158, 160, 172 

Stormshore Street (Baldur’s Gate). 8, 13, 218 

Stumblepost Trail (Scornubel) . 110 

Thundar’s Ride. 93, 118 

The Trade Way. 31,34,52,65,71, 

105, 106, 113, 117, 120 

The Trader’s Road. 202 

The Uldoon Trail. 147, 148, 153, 156, 

158, 159, 160, 172 

Vale Gate (Berdusk). 156, 158, 160 

Vale Gate (Hill’s Edge). 189 

The Walk (market) (Scornubel). 106 109 

The Wide (market) (Baldur’s Gate). 10, 11, 13, 

221,223, 224 

Windspell Street (Baldur’s Gate) . 9, 13, 14, 23, 24 

The Winter Garden (The Gardens) 

(Elturel). 94, 99 

Woods Gate (Berdusk) . 156, 160 

BAKtds & OrzgAKtizAfioKis 

The Avowed (monks of Candlekeep). 32, 33 

The Blue Sword Legion (of Qheldin’s Mask) . 104 

The Chosen of Mystra. 131 

The Circle of Scythes (of Athkatla). 47 

The Clasped Hands. 187 


236 























































FoRTaUces 


Council of Guilds (of Daggerford). 34, 36 

The Cult of the Dragon. 75, 78, 186, 212, 225 

The Dragon Daggers (of Berdusk). 172 

Dragoneye Dealing Coster. 94, 203 

The Fellowship of the Dreaming Dragon. 206 

The Flaming Fist (mercenary company). 8 

The Free Traders (of Westgate). 188 

Hardbuckler’s Hurlers . 182 

The Harpers . 40, 43, 45, 55, 89, 127, 129, 

130, 131, 147, 148, 153, 155, 156, 157, 158, 163, 

168, 169, 170, 173, 175, 186, 188, 190, 191, 193, 

200, 202, 205, 211, 212, 213, 215, 217, 218, 219, 

221, 222, 223, 224, 225, 226, 227 

The Hellriders (of Elturel). 93 

The Heralds. 131, 173-174, 193 

The High Helms (of Trollclaw Ford). 60 

The Knights of the Unicorn . 23, 24 

The Lord Knights of the Backlands . 142—145 

The Lords’ Alliance. 65, 79 , 93, 153, 186, 

200, 218, 223, 225 

The Men of Hammer Hall. 76 

The Merchants’ League. 13 

The Openers. 185 

The Proud Pegasi (of Hill’s Edge). 199 

The Red Shields (of Scomubel). 105 

The Red Wizards of Thay . 63, 64, 186, 222, 225 

The Riders in Red Cloaks 

(of Asbravn). 148, 151, 152 

Saem’s Sharp Swords (of Drawn Swords). 127 

Stag Warriors. 128 

Thousandheads Trading Coster. 159, 160, 203 

The Traders’ Council 

(of Hill’s Edge). 188, 189, 190 

The Tribute Gatherers (of Lathtarl’s Lantern). 51 

The Wagonmasters of the Rolling Wheel 

(Asbravn) . 151 

The Wildmen of the North. 178 

The Wondermen 

(Wondermakers; of Scomubel). 107 

Zhentarim . 75, 123, 129, 132, 133, 139, 

140, 147, 148, 149, 153, 155, 156, 164, 175, 176, 

177, 179, 185, 186, 188, 189, 190, 191, 194, 196, 

199, 200, 201, 202, 211, 212, 213, 214, 217, 218, 

219, 221, 222, 223, 225 


FesTbaLLs 

The Heralds’ Rest (Berdusk). 158, 160, 173-174 

The Low Lantern (Baldur’s Gate) . 13 

Mother Minx’s (Scomubel) .106 

The Nightshade (Scomubel) .107 

The Ruby Shawl (Berdusk).158, 174 

Six Soft Furs (Hill’s Edge). 189,195 

The Undercellar (Baldur’s Gate) . 13 


Backlands Castle (Yarthrain; mins).142—145 

Bridgefort (Boareskyr Bridge). 89 

Candlekeep. 32—33 

The Cry of Joy (temple to Lliira) 

(Hill’s Edge). 189, 190 

Daggerford Castle. 34 

Darkhold (The Keep of the Far Hills, Farkeep, the 

Wild Hold, Sunset Keep). 140, 147, 164, 

177-179 (history), 186, 199, 200, 201, 211, 221, 224 

Dragonspear Castle (min) . 5, 34, 40, 65—67, 

72, 73-75 (history), 215, 225 

Durlag’s Tower.90—92, 102 

Evensong Tower (Milil) 

(Berdusk) . 158, 164—165 

The Fist of the Future (temple to Cyric) 

(Hill’s Edge). 189, 190, 191 

Hammer Hall. 76—77 

High Hall (Elturel). 94 

The High Lady’s Castle (Berdusk) . 157 

The High Tower of Iriaebor. 204, 205, 206 

The Imperial Palace (Fendarl’s Gate).180—181 

The Ready House of the Right Strong Hand 

(temple of Helm) (Berdusk). 160, 163—164, 224 

Seatower of Balduran 

(Baldur’s Gate). 8, 13 

Spellgard . 130 

Stone Eagle Lodge . 93 

Swordskeep (Drawn Swords). 126 

Windstream Lodge. 93 

GambDwg Houses 

The Nightshade (Scomubel) . 107 

The Pipe and Ivories (Hardbuckler). 185 

The Undercellar (Baldur’s Gate). 13 

Homes 

High Hedge (Beregost). 28, 29, 225 

The House of the Hungry Merchant 

(Berdusk). 157,160,166 

Krammoch Arkhstaff, Sage—Home of 

(Baldur's Gate). 13 

Ragefast, Sage—Home of (Baldur’s Gate). 13 

Ramazith Flamesinger, Sage—Home of 

(Baldur’s Gate). 13 

Larloch’s Crypt (Warlock’s Crypt).63—64 

Lyran’s Hold. 115—116 

Nethmoun’s hut (Scomubel) . 106 

Orogoth (min). 78 

Stormwind Tower 

(min; near Trollclaw Ford). 231 

Xonthal’s Tower . 139—140 


137 














































































Inns 

The Black Boar (Iriaebor). 203, 206 

The Black Flagon (Xonthal’s Tower). 140 

The Blade and Stars (Baldur’s Gate) .13, 19, 213 

The Blushing Mermaid 

(Baldur’s Gate). 13, 20-22, 92 

The Board Laid Bare (Asbravn). 148, 152 

The Bowshot Inn. 31 

The Dire Dragon. 138 

The Dusty Hoof (Scornubel). 109 

Far Anchor (Scornubel). 110—111 

Feldepost’s Inn (Beregost). 29 

The Friendly Arm. 39,214,218 

Gallowgar’s Inn (Elturel). 99, 218 

The Halfway Inn. 130, 132,133-135, 221 

The Happy Hippocampus 

(Hill’s Edge) .189, 198-199 

The Helm and Cloak (Baldur’s Gate) . 13, 23—24 

The Holdfast Inn (Liam’s Hold). 52 

Hullybuck’s Gamble (also a fence, warehousing) 

(Berdusk). 160, 173 

The Hungry Halfling (Corm Orp). 175, 176 

The Imperial Palace (Fendarl’s Gate).180—181 

The Jaded Unicorn (Scornubel) . 112 

The Jester’s Pride (Julkoun) . 44—46 

The Jovial Juggler (Beregost) . 30 

The Manure Pile—see Gallowgar’s Inn 

Oar and Wagon Wheel Inn (Elturel). 94 

The Old Talking Ox 

(near Iriaebor) .203, 207—208 

Phontyr’s Unicom (Elturel). 100—101 

The Raging Lion (Scornubel) . 113—114 

The Red Sheaf (Beregost). 29—30 

The Running Stag (Berdusk). 158, 160, 171 

The Sign of the Dreaming Dragon 

(Iriaebor) . 203, 206 

The Sign of the Silver Sword 

(Berdusk) . 160, 172—173 

The Silver Blade (Yarthrain) .145 

The Singing Sprite (Secomber). 83—85 

Six Spanglestars (Qheldin’s Mask; 

burnt min). 104 

The Stone Saddle (Hill’s Edge). 189, 195 

The Storm Griffin (Hill’s Edge). 189, 195 

The Sword and Dragon (Drawn Swords). 129 

The Swordarm (Roaringshore) . 53, 57—59 

Three Old Kegs 

(Baldur’s Gate). 13, 25-26, 219, 221, 222 

The Troll’s Nose (Kheldriwer) .48 

Unicorn & Crescent (Evereska).131 

The Wailing Wave (Lathtarl’s Lantern). 50,51 

The Wandering Wyvern 

(Iriaebor). 203, 209—210 


The Watchful Eye (Hluthvar).200, 201 

The Way Inn. 7, 31, 65-67, 215, 225, 226 

The Worried Wyvern (Hill’s Edge). 189, 194—195 

Offices 

Krammoch Arkhstaff Sage—Office of 

(Baldur’s Gate). 13 

Ragefast, Sage—Office of (Baldur’s Gate). 13 

Ramazith Flamesinger, Sage—Office of 

(Baldur’s Gate). 13 

The High Tower of Iriaebor 

(council office). 205, 206 

Manycoins House (Baldur’s Gate). 20 

The Mayor’s Tower (Hill’s Edge).188—189 

Scornubel Hall (Scornubel). 106, 112 

Twilight Hall (Berdusk) . 153, 156, 

160, 163, 168, 174, 211, 226 

Palaces 

The High Hall (Ducal Palace) 

(Baldur’s Gate) . 9, 13, 23 

The High Hall (Elturel) . 94 

The High Lady’s Castle (Berdusk) . 157 

The High Tower of Iriaebor. 204, 205, 206 

The Imperial Palace 

(Fendarl’s Gate). 180—181 

RaNcbes 

Heartwing (near Serpent’s Cowl). 89,115 

Ranches on the River Reaching upstream from 
Hill’s Edge. 105 

ResTauRaNTs 

Far Anchor (Scornubel) .110—111 

Schools & L)bRaR)es 

Candlekeep. 32—33 

Evereska College of Magic and Arms.130—131 

The Ready House of the Right Strong Hand (Helm) 
(Berdusk) . 157, 158, 163-164 

Shops 

Alamather’s by the Water (exotic weaponry) 

(Berdusk) . 158, 160, 166—167 

Andalor’s Mill (Bowshot). 31, 226 

Andher’s Mill (Xonthal’s Tower) . 140 

Angah Lalla, Curios & Uniques (Scornubel; 

a known fence). 106 

Arkaras the Shipwright, Fine Water Craft 

(Scornubel). 106 










































































Belkin’s Black Blade (weapons) 

(Hill’s Edge). 189, 193-194, 214 

Bent Bows (archery) (Hill’s Edge) . 189, 194, 223 

Costerheadshouse (merchant company base) 

(Berdusk). 160 

The Counting House (money exchange) 

(Baldur’s Gate). 13 

The Dawn of Any Day 

(musical instruments and enchanted items) 

(Berdusk). 158, 160, 168-169, 215 

Derval’s Bright Blade (Daggerford). 35, 216 

Droun Trading (Xonthal’s Tower). 140 

Eldritch Ebony (draw) (Hill’s Edge). 192 

Farrel’s Fine Jewels and Apparel 

(Daggerford) . 35—36 

Felogyr’s Fireworks (Baldur’s Gate). 11, 13, 217 

Give Me Wings to Fly (aerial steeds) 

Oriaebor).203, 205 

Hall of Wonders (Baldur’s Gate) .9, 10, 13, 14—16 

The Hammer of Kaerus (Thambadar smithy) 

(Scornubel) . 105—106 

A Handful of Eyes (monster shop) 

Hill’s Edge) . 189, 191-192 

Hullybuck’s Gamble (fence, warehousing; 

also an inn) (Berdusk) . 160, 173 

Julkoun’s Old Mill (Julkoun) . 43 

The Knight in the Morn (armor and blazonry) 

(Hill’s Edge). 189, 193 

Korbus’s Jewels and Fine Ornaments 

(Daggerford). 36, 219 

Lionstar Services (safe storage, disguising goods) 

(Hill’s Edge). 189, 192-193 

Ondraer’s Fine Pages 

(Berdusk) . 158, 160, 167-168 

Rolling Wheel Wagons (Asbravn) . 151—152 

Samborl’s Sundries-in-Trade (Asbravn).150—151 

Shining River Mill (Julkoun) .43—44 

Sorcerous Sundries (Baldur’s Gate). 13, 218 

Tantain’s Barrels and Crates (Asbravn). 151 

Thunderhammer Smithy (Beregost). 29, 223 

Thunderwood Forays (adventurer’s outfitters 

shop) (Berdusk) . 160, 169-170, 222 

Torleth’s Treasures 

(Gillian’s Hill). 41-42, 48, 225 

Trist’s Saddles and Stables (Hluthvar) . 201 

Ungairmer’s Bootery (Kheldriwer). 48 

Veloth’s Fine Wagons & Repairs (Hluthvar).201 

The Well-Dressed Wizard (mage gear) 

(Iriaebor). 203, 205-206 

SbR)wes 

Candlekeep (Deneir, Gond, Milil) . 33 

The Cup of Plenty (Triel). 120—121 


Darkhold (Cyric).140, 147, 164, 175, 177-179 

(history), 186, 199, 200, 201, 211, 221, 224 

Fairfortune Hall (Tymora) (Daggerford) . 34, 38 

The Flame Stone (Sune). 128 

Goldcoin House (Waukeen; burnt-out) 

(Asbravn) . 148 

The Hand That Swings the Sword (Tempus) 

(Elturel). 95 

A House of Joy (Lliira) [Asbravn). 148 

House of the High Hand (Azuth) (Berdusk) . 157, 160 

The House of the Hungry Merchant (Waukeen) 

(Berdusk) . 157, 160, 166 

Julkoun’s Old Mill (Chauntea) (Juikoun) . 43 

The Kiss of the Lady (Tymora) (Hill’s Edge). 189 

The Misthall (Leira) (Berdusk). 157, 160 

Moondark Hill (Solonor Thelandira) 

(Evereska). 131 

Momingstone House (Lathander) (Asbravn). 148 

The Old Sharp Sword (Tempus) (Hill’s Edge). 189 

Phontyr’s Unicom (Lurue) (Elturel).100—101 

The Rose Portal (Lathander) (Baldur’s Gate). 13 

Roseportal House (Lathander) (Berdusk).157, 160 

Shrine of the Suffering (Ilmater) (Baldur’s Gate). 13 

Starrevel Hall (Lliira) (Berdusk). 157, 160 

Swordspoint Hall (Tempus) (Berdusk). 157, 160 

The Table of the Sword (Tempus) (Daggerford) . 34 

The Unrolling Scroll (Oghma) (Baldur’s Gate). 13 

The Watchful Shield (Helm) (Baldur’s Gate). 13 


T AV&RMS 

The Bent Helm (Elturel). 95 

The Black Flagon (Xonthal’s Tower).140 

The Blushing Mermaid Baldur’s Gate). 13, 20—22, 92 

The Broken Goblet (Roaringshore). 53, 54—55 

The Burning Wizard (Beregost) . 27, 29 

The Dancing Bear (Hill’s Edge) . 189, 194 

The Dusty Hoof (Scornubel) . 109 

Elfsong Tavern (Baldur’s Gate) . 13, 17—18, 211 

The Flourished Flagon 

(Berdusk) . 158, 160, 170-171 

The Halfway inn. 130, 132, 133-135, 221 

The Happy Cow (Daggerford). 36,217 

The Hungry Halfling (Corm Orp) . 175, 176 

The Jaded Unicorn (Scornubel) . 112 

Lady Luck Tavern (Daggerford). 35, 37—38 

The Old Talking Ox (near Iriaebor). 203, 207—208 

A Pair of Black Antlers (Elturel).96—97 

The Raging Lion (Scornubel) . 113—114 

River Shining Tavern (Daggerford).36 

The Running Stag (Berdusk). 158, 160, 171 

The Scarlet Stag (Hill’s Edge). 189, 194 

The Seven-Stringed Harp (Secomber). 80—82, 83 

The Silver Blade (Yarthrain) . 145 


239 




















































































The Tankard and Sheaf (Asbravn). 148, 152 

The Tarnished Trumpet (Hill’s Edge). 189, 196-197 

The Wailing Wave (Lathtarl’s Lantern) . 50, 51 

The Winding Way(Soubar). 117 


Temples 


The Black Abbey (Bane) 

(Soubar; now a ruin . 117 

Candlekeep (Oghma). 32 

The Cry of Joy (Lliira) (Hill’s Edge).189, 190 

Evensong Tower (Milil) 

(Berdusk) . 158, 160, 164-165 

The Fist of the Future (Cyric) 

(Hill’s Edge). 189,190,191 

The Golden Bowl of the Goddess (The Garden 

Temple) (Chauntea) (Iriaebor) . 203, 204—205 

The Grotto of the Queen (Umberlee) 

(Lathtarl’s Lantern). 50—51 

The Harvest House (Chauntea) (Daggerford).34 

The Healing House of Lathander (Scomubel). 105 

Helm’s Shieldhall (Elturel). 94 

The High Altar of the Moon (The Moontower) 

(Selune) (Iriaebor). 203, 205 

The High Harvest Home (Chauntea) (Elturel) . 94 

The High House of Wonders (Gond) 

(Baldur’s Gate). 9, 13, 23 

The Hold of Battle Lions (Tempus) 

(Dragonspear Castle; now a ruin).74—75 

The House of the Binder (Oghma) 

(Kheldriwer; ruined monastery; still venerated 

by the faithful) .47 

The House of the Guardian (Helm) 

(Hluthvar). 200, 201 

The House of the Suffering God (Ilmater) 

(Asbravn) . 148-149 

The Inner Chamber (Deneir) 

(Berdusk). 156, 157, 159, 160, 163, 211 

The Ladyhouse (Sheela Peryroyl) 

(Corm Orp). 175-176 

The Lady’s Hall (Tymora) (Baldur’s Gate).9, 13 

Morninglow Tower (Lathander) (Daggerford) . 34 

The Ready House of the Right Strong Hand (Helm) 

(Berdusk) . 157, 160, 163-164 

The Seat of Lore (Oghma) 

(Berdusk) . 158, 160, 165-166 

The Shrine of the Short. 39 

Silent Hall (Eldath) (Iriaebor).202, 203, 204 

The Song of the Morning (Lathander) 

(Beregost) . 27, 28 

The Temple of Wisdom (Garl Glittergold) 

(The Friendly Arm).39 

The Tower of Gold (abandoned and looted; 

Waukeen) (Iriaebor).203 


The Water-Queen’s House (Umberlee) 

(Baldur’s Gate). 9, 13 

Disused Beast Cult temple under 

Iriaebor. 210 

Temples of Evereska (all elven deities). 130 

Temples of Hardbuckler (gnome deities). 185 

Unique Sites 

The Battle of Bones. 123, 179 

The Breaking Steps (rapids) .153 

Catacombs of Asbravn. 150—151 

Castle Hill (Berdusk). 157, 158, 159, 160, 162, 168 

Castle Hill (Yarthrain). 145 

Clearspring Tor (Berdusk). 156, 157, 158, 160 

Crypt of the Wondermen (Scomubel) . 107 

Evereska Vale. 130 

Fallen Giant Tomb. 128 

The Far Hills. 147, 169, 177, 178, 222 

The Fields of the Dead. 5,87-88, 89,93, 118 

Firehammer Hold (dwarf hold). 85 

Floshin, estate of.. 34 

The Forest of Wyrms . 115,116,123 

The Halls of the Hammer (dwarf hold). 76 

The High Moor. 5, 7, 65, 66, 71-72, 

73, 75, 79, 88, 107, 215, 222, 226 

Highstar Lake (Dauerimlakh, Evendim) .76—77 

The Hill of Lost Souls. 123, 126, 141, 142 

Ladydove (burned elven village). 137, 138 

Larloch’s Crypt (Warlock’s Crypt) . 49,63—64 

The Lonely Moor. 133 

Maidens’ Leap (falls) (Elturel) .94 

The Marsh of Chehmber. 123, 124, 136, 139 

Moondark Hill (in Evereska) . 131 

Northdark Wood (Dusk Wood, 

Reluvethel’s Wood). 126, 127, 128 

The Reaching Woods. 126, 156 

The Serpent Hills . 55, 40, 49, 65, 71, 88, 116, 

123, 136, 139, 213 

Serpent’s Tail Stream. 123 

The Silent Runs (Hill’s Edge). 188 

Skull Gorge. 123, 128, 179, 196 

The Stone of Tempus’s Tears (mined city; 

inscription quoted) . 118 

Sunset Mountains. 124, 147, 148, 175, 187, 222 

The Trielta Hills. 120,123,126 

The Troll Hills. 7, 47, 64 

Ulcaster’s school of wizardry (min) 

(Beregost) . 27 

Urdrath of the Horsemen. 149 

The Well of Dragons. 137-138, 227 

Wizards’ Doom Creek. 27 

The Wood of Sharp Teeth . 90 

Yellow Snake Pass. 124, 186, 196 


240 
















































































Volo's Guide to the 

SWORD COAST 

by Ed Greenwood 


Well met, traveler! 

* 

Welcome to the latest in the popular scries of guidebooks pounc'd fey Volut ham p Geddarm, 
You hold in your hands an Overview of I he roost important inns, taverns. Shops, and 
tourist at tract ions in the western Heartlands, the coast of which is known as the 
Sword Coast. These lands begin south of fabled Walcrdccp and the Savage Frontier, 
continue up to the northern borders of Amn, and reach cast as far as the desert's edge 
and Tunland. This perilous region sees some of the heaviest caravan traffic in all the 
Realms. Every merchant who enters the lands of the Sword Coast should have a copy 
of this guide reedy to hand. As usual, ell features and establishments covered are 
ranked with Volos handy coin, dagger, pipe, and tankard ratings system. 

Discover: 

' Where pirates go to drink the night away and plot whkfl ships and ports 
1 bey'I I ne.st St rike id. 

* The best crafts folk of the Sword Coast, 

* Where the best caravan masters can be round—and where they dare not go, 

* Local legends and rumors of rich treasures nol yet found and plundered. 

* Haunted ruins and other places that must he seen—from a safe distance, 

» Where mighty wizards and sword-swinging adventurers dwell. 

* Dragon lairs—and the dwelling places of worse ministers! 

Surtrihln li)r ftW teVCb of piny. 

Special Nn|e: This edition uf Vote's Gate* to l-far $wwte Coast, intended for travelers from 
beyond the borders of hi'nin, rnnlii ms. noLr* And! commentary by the famnus nrrhTiiage nod 
cage F.lmloster. 


59.95 U.S. 

CAK $ 11.95 
£ 5.99 U.K. 

AnvvKxn Diiwoks A GtMvevr and Fcfuomh Fr-j u" are fig sm-n.l 

i-ade>nflrks imimiI tiy ran, Inc 

Th.: TSR Inga dka ImiIk wl. uV.twI ty TSR Inc. 

eiSB+T^H, lot All Hijris RWflrvrt.MSitfli In I'm lj§J.